* bones, gladiators, milk, spear and tears
* :trollface: my copy/paste python script did the funny
* forgor
* fixed
* mat.yml fixed
* bones
* bone armor
* gladiator uniform now in clothesmate like ss13
* bone armor craft
* pieces
* i was dumb in the past, now im dumb too
* that was dumb...
* fixing stuff
* i hate git
* Revert "i hate git"
This reverts commit 17ef4e5a07a3ebad7d4f487f15721d1df16d757f.
* Revert "fixing stuff"
This reverts commit 4fc5d6b2dc1fc6ebb3945bdf5663b8e432ca7aa3.
* this will work?
* i fucking merged it
* Solutions on thrown spears/shot arrows
Spears inject their solution on thrown hit.
Arrows now have 5u solution storage that is injected when it hits target.
* Whoops, wrong arrow.
Instead of base arrow, I accidentally modified the 'regular arrow'
* spear and arrow solution graphics
Spears and arrows now show what they are doped with when they are on ground. (just like beakers)
* Added basic alternative fire mode system for the CHIMP
* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)
* Code revisions
* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one
* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit
* Fixed spelling mistake
* Update projectiles.yml
Removed commented code
* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs
Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color
* Added comments
* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change
* Delete interaction-upgrade-kit-component.ftl
This file is no longer needed
* Update battery_guns.yml
Added new description for the experimental CHIMP
* Update battery_guns.yml
Updated experimental CHIMP description again...
* Fixed issue with ItemComponent
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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
* Changed all PKA sprites, added wield sprites, modified meta.json
* Added animation assets for future yaml'ing. Made changes to existing textures.
* meta.json changes
* Corrected arsenal.yml missing sprite
* Removed unused animation assets.
* Put back the one animation asset I was suppose to keep.
* Added Combat Baton
* Add to secfab
* reduce damage to 15
* Renamed to Truncheon, set damage to 17 again.
* Added T2 research, up dmg to 18 cause it'll be rarer.
* Make recipe dynamic
* Retexture of weapons in the hands of the character Part 1
The beginning of a PR series dedicated to the refinement of weapon textures
* Refinement of a homemade pistol
* Test bot fix
* Test bot fix
* Meta
* improvised shotguns
* spaghetti
* progress so far (TODO: rename modular_reciever.yml)
* i forgotted
* everything so far
* fuck fuck fuck (boner boner)
* ganon: You must die
* bobie
* boob boob booby balls
* Changed Energy Sword system to allow Wieldable eswords
Needed to add conditions to allow the wielding system to handle the esword if the component existed in the entity. The normal eswords work just fine still.
* Adds sprites for double bladed esword
* added double bladed esword to yml
* Add double bladed esword to uplink catalog
* fixed sprites on right handed wielding
* decresed speed a little and added a wielding time
* Reduced damage
* Damage change
* Balence change
* edited attack speed and heavy windup
* fixed readability issue and removed unwanted brackets
* reflectProp to .75
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* wieldTime to 0
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* litDisarmMalus to .7
Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>
* changed heat and slash damage to 9 and structural damage to 20
* changed uplink desc
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Co-authored-by: keronshb <54602815+keronshb@users.noreply.github.com>