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Ports Tweaks #82
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Ports Tweaks #82
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do it |
This is like 30 PR's worth of stuff |
For the E.X.P.E.R.I-MENTOR code.
For the Reviver implant
I looked over the changes they are good. |
So, lemme respond; for EXPERIMENTOR
For Reviver
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max_combined_w_class = 15 | ||
w_class = 2 //Can fit in your ass. | ||
max_combined_w_class = 20 | ||
embed_chance = 1 //This is a meme |
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No. Don't do this.
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This is already in hippiecode
Infect(target) | ||
src << "<span class='userdanger'>With our egg laid, our death approaches rapidly...</span>" | ||
spawn(100) | ||
egg_lain = 0 |
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Why are you saying there is no egg when you kill the crab, surely the egg disappears when it's released? https://github.com/ArcLumin/Hippie-Rebase/blob/cf0d69d310e218d4c242bc900decdbdffe85c677/code/modules/mob/living/simple_animal/hostile/headcrab.dm#L74 - if so, perhaps you should set egg_lain in the referenced code?
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The idea is, normally if a headslug plants an egg in something, then someone gibs the body, they can't return. This allows a fellow ling to potentially revive the headslug with a lazarus injector and have them plant the egg again. If it didn't set the egg_lain to 0 it'd be unable to plant a new one on respawn. Get it?
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Makes sense. :)
@@ -171,6 +171,8 @@ | |||
if(!data) data = 1 | |||
data++ | |||
M.jitteriness = max(M.jitteriness-5,0) | |||
if(is_vampire(M)) | |||
M.adjustFireLoss(8) //Holy water kills vampires FAST. |
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er, vampires aren't in
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(nor they're needed tbh,they were horribly coded)
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Fair enough, I'll remove this
name = "wasting toxin bottle" | ||
desc = "A small bottle. Contains wasting toxin." | ||
icon_state = "bottle16" | ||
list_reagents = list("wasting_toxin" = 30) |
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no wasting toxin ingame
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Didn't it get ported in the chem PRs?
code/modules/uplink/uplink_item.dm
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jobs = list("Chemist", "Medical Doctor", "Chief Medical Officer", "Geneticist", "Virologist") | ||
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//GENETICIST | ||
/datum/uplink_item/job_specific/lasereye | ||
name = "Laser Eyes DNA Injector" | ||
desc = "An injector containing a syndicate modified retrovirus strain that mutates the user's eyes allowing them to project laser bolts at will." | ||
item = /obj/item/weapon/storage/box/syndie_kit/lasereye | ||
cost = 8 | ||
cost = 4 |
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No
@@ -181,7 +181,7 @@ var/list/uplink_items = list() // Global list so we only initialize this once. | |||
desc = "The support specialist: Aid your fellow operatives with this medical bundle. Contains a Donksoft machine gun, \ | |||
a box of ammo, and a pair of magboots to rescue your friends in no-gravity environments." | |||
item = /obj/item/weapon/storage/backpack/dufflebag/syndie/med/medicalbundle | |||
cost = 15 // normally 20 | |||
cost = 10 // normally 14 |
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it is normally 14, so why is it 10, on oldhippie it is 14 aswell
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This isn't a part of normal hippiecode, carbon. This is the sales code. /tg/ code has a sales setup, where they offer this for cheaper. Hence the comment //normally 14. This is the sales code
code/modules/uplink/uplink_item.dm
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/datum/uplink_item/dangerous/cat_grenade | ||
name = "Feral Cat Delivery Grenade" | ||
desc = "The feral cat delivery grenade contains 8 dehydrated feral cats in a similar manner to dehydrated monkeys, which, upon detonation, will be rehydrated by a small reservoir of water contained within the grenade. These cats will then attack anything in sight." | ||
item = /obj/item/weapon/grenade/spawnergrenade/feral_cats | ||
cost = 5 | ||
cost = 4 |
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it's 5 lad
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It's 4 in hippie code
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Wait nevermind, wrong tab
code/modules/uplink/uplink_item.dm
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/datum/uplink_item/support/mauler | ||
name = "Mauler Exosuit" | ||
desc = "A massive and incredibly deadly military-grade exosuit. Features long-range targetting, thrust vectoring, \ | ||
and deployable smoke." | ||
item = /obj/mecha/combat/marauder/mauler/loaded | ||
cost = 140 | ||
cost = 100 |
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120
code/modules/uplink/uplink_item.dm
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@@ -597,15 +593,15 @@ var/list/uplink_items = list() // Global list so we only initialize this once. | |||
desc = "This scroll contains the secrets of an ancient martial arts technique. You will master unarmed combat, \ | |||
deflecting all ranged weapon fire, but you also refuse to use dishonorable ranged weaponry." | |||
item = /obj/item/weapon/sleeping_carp_scroll | |||
cost = 17 | |||
cost = 12 |
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not in old base, leave at 17
code/modules/uplink/uplink_item.dm
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/datum/uplink_item/stealthy_weapons/suppressor | ||
name = "Universal Suppressor" | ||
desc = "Fitted for use on any small caliber weapon with a threaded barrel, this suppressor will silence the \ | ||
shots of the weapon for increased stealth and superior ambushing capability." | ||
item = /obj/item/weapon/suppressor | ||
cost = 3 | ||
cost = 1 |
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2
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This was 1 on hippie if I recall
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guess not
code/modules/uplink/uplink_item.dm
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surplus = 10 | ||
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/datum/uplink_item/stealthy_weapons/pizza_bomb | ||
name = "Pizza Bomb" | ||
desc = "A pizza box with a bomb cunningly attached to the lid. The timer needs to be set by opening the box; afterwards, \ | ||
opening the box again will trigger the detonation after the timer has elapsed. Comes with free pizza, for you or your target!" | ||
item = /obj/item/pizzabox/bomb | ||
cost = 6 | ||
cost = 4 |
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3
code/modules/uplink/uplink_item.dm
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@@ -691,15 +687,15 @@ var/list/uplink_items = list() // Global list so we only initialize this once. | |||
name = "Slipocalypse Clusterbang" | |||
desc = "A traditional clusterbang grenade with a payload consisting entirely of Syndicate soap. Useful in any scenario!" | |||
item = /obj/item/weapon/grenade/clusterbuster/soap | |||
cost = 6 |
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jesus you get the gist, fix all the prices
The E.X.P.E.R.I-MENTOR also creates smoke clouds of reagents if you look at lines 285 to 297 in the E.X.P.E.R.I-MENTOR code file. This is where it handles scan type gas it has a chance to spawn a smoke cloud with these chemicals. Also I think tg fixed that thing where it would spawn a whole coffee machine out of nowhere and that thing where it makes 5u coffee and some chemical may be intended from reading the code comments.
One thing that really bugs me though is that you know the machine can improve the origin tech of items you experiment on right? Well when you try to clone those items they don't keep the origin tech they gain it basically just spawns a new one instead of actually cloning it where it would be in the same state the original item is in when it was cloned. This thing is only really useful for the chance it can improve origin techs and the ability to clone items to be honest and maybe getting those chemicals "mutationtoxin" and "nanomachines" if you know how to get it capture that smoke. |
That and xenobiobes |
Wait you can re-roll your relics now with these changes which also changes the origin tech levels? |
When I removed the critical items thing, it makes it so only things with tech levels can go in, but also means that anything can have the crit reaction stuff |
If you confirm it doesn't runtime,it's good to go |
🆑 Tweaks
tweak: Added lots of the minor tweaks from hippie to the rebase code.
/:cl: