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[MIRROR] Different pen types have unique behavior when used in foam darts. #773

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merged 1 commit into from
Nov 23, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25183
Original PR: tgstation/tgstation#79587

About The Pull Request

This PR makes the following changes:

  • Refactors inserting items into foam darts into a component on items that can be inserted into darts
  • Adds the aforementioned component to pens
  • Provides an inspection tip for how to modify a foam dart
  • Gives different pen types specific behavior when used in a foam dart

Pens typically give a foam dart 5 brute and 50% embed chance (affected by falloff). The following types of pens give the specified properties (usually directly derived from the pen's stats and additional functions):

  • Red pen (and four-color pen set to red): Slightly faster dart
  • Captain's fountain pen: Slightly faster dart, and 75% base embed chance
  • Sleepypen: Tries to inject its reagents into the hit mob, but doesn't penetrate thick clothing like syringe guns do
  • Energy Dagger: 35 brute, 100% base embed chance, and slightly faster dart
  • Survival Pen: Mines rocks on impact
  • Fine Tip Pen (if someone somehow manages to get one): 100 bare wound bonus and 9000 demolition modifier

Why It's Good For The Game

Expands the emergent gameplay possibilities of using pens in foam darts.

While there are balance risks involved with traitors being able to buy the equivalent of reusable 45u syringe shots and 35 brute bullets, you are not likely to get your pen back once it hits its target, unless you somehow have the recall spell and have bound the pen to it. There are probably more TC-efficient ways to achieve comparable projectile weaponry, but foam dart guns have an air of subtlety to them... at least until your skin is pierced by a pointy writing implement that may also be something more deadly. If maintainers still have balance concerns, please let me know.

Changelog

🆑 Y0SH1M4S73R
add: Certain types of pens now function like you expect they would when inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or what it is modified with
/:cl:

…arts. [MDB IGNORE] (#25183)

* Different pen types have unique behavior when used in foam darts. (#79587)

## About The Pull Request

This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart

Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier

## Why It's Good For The Game

Expands the emergent gameplay possibilities of using pens in foam darts.

While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.

## Changelog

:cl:
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/:cl:

* Different pen types have unique behavior when used in foam darts.

---------

Co-authored-by: Y0SH1M4S73R <[email protected]>
@ReezeBL ReezeBL merged commit 365bf82 into master Nov 23, 2023
24 checks passed
@ReezeBL ReezeBL deleted the upstream-mirror-25183 branch November 23, 2023 19:36
AnywayFarus added a commit that referenced this pull request Nov 23, 2023
Iajret pushed a commit that referenced this pull request Apr 14, 2024
* porting over from previous codebase

yabba dabba dooooo

* removes duplicated pipe

* why is that var there

* restyle of department guard rooms

* minor map tweaks + ore vent integration

* Making the linters smile

* fixes runtimes

* minor map changes and fixes

* improves the library

on SylvetteSylph's request

* re: library edits

* Re: re: library edits

* the AI doesn't want you to know this but you're allowed to go to the bathroom without it knowing about that

* cutely covers your station with intercoms

* armory fix

* moved asteroid_moon.dm to module file

* fixes paths

* Changes cameras to cover spots

* expands chemistry

* changes to chemistry and small fixes

* adds a disposals bin

oops

* minor changes to layout

* various misc changes to the overall layout

public mining, some spots

* fixes a few missing areas

* critique changes on medical + touchups

* improves cargo upper deck after comments

* minor layout changes

* atmos whoopsie

* removes public spa & barber's hotspring tiles

Noticed they gave a mood bonus - swapped to regular pool tiles with water

* changes to ordinance

* small changes

* quick little final fixes before playtest

* even more final fixes

* final changes 2

* various live fixes reaction

* paramed staircase fix

* paramedic dispatch apc cable fix

* big variety of fixes and changes

* fixes disposals

* even more fixes oh my jode

* bunch of fixes

* slightly expands robotics

* final commits for the night

it is 12:04am

* i may have lied

not the final

* final final changes 2 final

* truly

* minor robotics change

* the estrogen update

* It's Map Rename Time!

* minor spelling mistake

* unticked tock

* minor changes

* a big bundle of player-reported fixes

<3

* oopsies

* fixes missing pipe

* Modifies some atmos pipes

* changes to spaceloop

* fixes pipes that are too dumb

* the pipes the pipes the pipes the pipes the pipes

* changes bridge layout slightly

* Changes to cargo layout

* various changes and fixes

* makes robotics look less weird + hop office sizeup

* Slight swaps

* fixes piggy bank

* small fixes

* Various fixes

* more fixes!

* minor fixes and changes

* more minor fixes

* Various improvements

* a fair few more changes

* changes to SMES

* adds whiteship dock

* Changes glass tiles to plating in engi

* a LOT of (small) changes

* more changes

* more more changes

* improved connection via wires
Iajret pushed a commit that referenced this pull request Apr 15, 2024
)

* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547)

## About The Pull Request

1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that

2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)

## Changelog
:cl:
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/:cl:

* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag

* Update colony_fabricator.dm

* renames, this probally needs testing

* just a test

* Revert "renames, this probally needs testing"

This reverts commit 8f3490c95e03869079260824789a73bc0de06481.

* Revert "[MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! (#773)"

This reverts commit 56a100f88677bfb3af7814549b8e4fbf5a0faeb4.

* Fixes most of our items hopefully to work with the new lack of flag

* Reapply "[MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! (#773)"

This reverts commit 2b063ae4c5680c7d3eef90615dbc28d59d2cdf15.

* Additional missed things/fixing mistakes

* But wait there's more

* Update lavaland_surface_prefab_homestead.dmm

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Mal <[email protected]>
Iajret added a commit that referenced this pull request Apr 15, 2024
…os! (#2882)

* [MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! (#773)

* porting over from previous codebase

yabba dabba dooooo

* removes duplicated pipe

* why is that var there

* restyle of department guard rooms

* minor map tweaks + ore vent integration

* Making the linters smile

* fixes runtimes

* minor map changes and fixes

* improves the library

on SylvetteSylph's request

* re: library edits

* Re: re: library edits

* the AI doesn't want you to know this but you're allowed to go to the bathroom without it knowing about that

* cutely covers your station with intercoms

* armory fix

* moved asteroid_moon.dm to module file

* fixes paths

* Changes cameras to cover spots

* expands chemistry

* changes to chemistry and small fixes

* adds a disposals bin

oops

* minor changes to layout

* various misc changes to the overall layout

public mining, some spots

* fixes a few missing areas

* critique changes on medical + touchups

* improves cargo upper deck after comments

* minor layout changes

* atmos whoopsie

* removes public spa & barber's hotspring tiles

Noticed they gave a mood bonus - swapped to regular pool tiles with water

* changes to ordinance

* small changes

* quick little final fixes before playtest

* even more final fixes

* final changes 2

* various live fixes reaction

* paramed staircase fix

* paramedic dispatch apc cable fix

* big variety of fixes and changes

* fixes disposals

* even more fixes oh my jode

* bunch of fixes

* slightly expands robotics

* final commits for the night

it is 12:04am

* i may have lied

not the final

* final final changes 2 final

* truly

* minor robotics change

* the estrogen update

* It's Map Rename Time!

* minor spelling mistake

* unticked tock

* minor changes

* a big bundle of player-reported fixes

<3

* oopsies

* fixes missing pipe

* Modifies some atmos pipes

* changes to spaceloop

* fixes pipes that are too dumb

* the pipes the pipes the pipes the pipes the pipes

* changes bridge layout slightly

* Changes to cargo layout

* various changes and fixes

* makes robotics look less weird + hop office sizeup

* Slight swaps

* fixes piggy bank

* small fixes

* Various fixes

* more fixes!

* minor fixes and changes

* more minor fixes

* Various improvements

* a fair few more changes

* changes to SMES

* adds whiteship dock

* Changes glass tiles to plating in engi

* a LOT of (small) changes

* more changes

* more more changes

* improved connection via wires

* Update maps.txt

---------

Co-authored-by: Zydras <[email protected]>
Co-authored-by: Iajret <[email protected]>
Iajret added a commit that referenced this pull request Apr 16, 2024
* [MIRROR] [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#1917)

* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547)

## About The Pull Request

1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that

2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)

## Changelog
:cl:
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/:cl:

* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag

* Update colony_fabricator.dm

* renames, this probally needs testing

* just a test

* Revert "renames, this probally needs testing"

This reverts commit 8f3490c95e03869079260824789a73bc0de06481.

* Revert "[MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! (#773)"

This reverts commit 56a100f88677bfb3af7814549b8e4fbf5a0faeb4.

* Fixes most of our items hopefully to work with the new lack of flag

* Reapply "[MODULAR] Adds an entirely new map to Nova's roster: Ouroboros! (#773)"

This reverts commit 2b063ae4c5680c7d3eef90615dbc28d59d2cdf15.

* Additional missed things/fixing mistakes

* But wait there's more

* Update lavaland_surface_prefab_homestead.dmm

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Mal <[email protected]>

* Update storage_structures.dm

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: SomeRandomOwl <[email protected]>
Co-authored-by: Mal <[email protected]>
Co-authored-by: mogeoko <[email protected]>
Co-authored-by: Iajret <[email protected]>
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3 participants