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Ports Tweaks #82

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ArcLumin
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🆑 Tweaks
tweak: Added lots of the minor tweaks from hippie to the rebase code.
/:cl:

@KayeArray
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do it

@ArcLumin
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This is like 30 PR's worth of stuff

@ArcLumin ArcLumin changed the title Arc lumin tweaks Ports Tweaks Jan 25, 2017
@KittyKathy
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For the E.X.P.E.R.I-MENTOR code.

  1. When it actually makes the cloud of smoke with chemicals it's only 1 tile of smoke which is the tile the machine is on so it does not really affect anyone near the machine maybe make the smoke cloud a bit bigger?
  2. When it creates the Cup of Suspicious Liquid it removes 25 reagents from the cup which is usually coffee then it tries to add 50 units of whatever it plans to add to the cup. The problem is the cups start with 30 units of coffee so instead of 50 units of whatever chemical it wants to give, you get like 5 units coffee and 45 units of whatever it gives you.

For the Reviver implant

  1. It used heal you when you were unconscious does this mean that when you were hurt but not in critical condition you could use the sleep command to heal yourself?
    It probably sucked before because when you were in crit you were technically not unconscious until you hit deep crit in which it healed you back to consciousness but effectively you will be in a infinite crit unless you sleep or bleed out and die.
  2. Woah look at those tech levels this is what it is on the rebase origin_tech = "materials=5;programming=4;biotech=4" this is what it is on hippie code origin_tech = "materials=6;programming=3;biotech=6;syndicate=4" where are my easy syndicate tech levels at? Are all the origin tech levels changed in the rebase? do we keep the tg levels or revert the levels to hippie levels?

I looked over the changes they are good.

@ArcLumin
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So, lemme respond;

for EXPERIMENTOR

  1. The smoke call is for the relics, i.e. the corgi spawning relic. It creates a cloud of smoke where the corgi appears, and only that tile. It's not used on the experimentor itself.
  2. Yeah, it's a fuckup with the experimentor code I left in, because it's funny. There's also a fuckup where instead of one of them creating a cup of coffee it makes them a fucking coffee MACHINE. Experimentor code is fucky and hilarious

For Reviver

  1. Yeah, you could use the sleep command to heal yourself VERY SHITTILY with the reviver. And no, it healed so poorly before you wouldn't be able to infinitely be critted
  2. Yeah, /tg/ nerfed tech levels, let me boost that back up

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?

jobs = list("Chemist", "Medical Doctor", "Chief Medical Officer", "Geneticist", "Virologist")

//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


/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


/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

@@ -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


/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

surplus = 10

/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

@@ -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

@KittyKathy
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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.
chosenchem = pick("carbon","radium","toxin","condensedcapsaicin","mushroomhallucinogen","space_drugs","ethanol","beepskysmash")
To create the cloud it does smoke.set_up(R, 0, src, silent = 1) the second variable it takes which is 0 here is the radius which means the smoke is only on 1 tile. The smoke cloud spawn location is src which is the location of the machine. So it creates a 1 tile cloud of reagent smoke on the machine which affects no one else in the room unless they are on the machine somehow seems like a bug to me as there is no point to it containing reagents at all.
Similar smoke code is on lines: 298 to 311 that can spawn chosenchem = pick("mutationtoxin","nanomachines","sacid") but will literally do nothing unless you end up on top of the machine somehow.
More smoke code on lines 385 to 396 that make frost oil smoke.

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.

//Ding! Your death coffee is ready!

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.

@ArcLumin
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ArcLumin commented Feb 1, 2017

That and xenobiobes

@KittyKathy
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Wait you can re-roll your relics now with these changes which also changes the origin tech levels?
Also does this even give xenobiobes I'm not sure it does can't find it in the code anywhere maybe add it back if it was removed?
Just a note but when you removed the critical items thing you can no longer put in one tank bombs or tank transfer bombs into the machine or other items with no origin tech but still critical items maybe certain grenades?

@ArcLumin
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ArcLumin commented Feb 1, 2017

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

@Carbonhell
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If you confirm it doesn't runtime,it's good to go

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5 participants