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Map vote sanity #11

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

Surrealaser and others added 30 commits February 28, 2020 21:01
New Traitor Items: Sith Starter Kit and X-TREME Laser Tag Kits
🆑
add: New traitor item added: Budget Emag. Has 2 charges. 30 seconds after a charge is used, it regains a charge.
tweak: Standard Emag still exists but its TC cost has been increased to 15.
/🆑
Suffocating carbons can no longer speak 2: Electric Boogaloo
Fixes energy being used every tick while the pepper synthesizer is equipped to module slots even while it's full.
Minor Fix for Secborg Pepperspray Synthesizer
actions-user and others added 25 commits July 6, 2020 00:37
…348)

* fulpmaster

* Revert "fulpmaster"

This reverts commit 26060dc.

* main

* second update

* second update

* Revert "second update"

This reverts commit 61ebe87.

* purple pipes be gone

* Update prototype.dmm

* Update

* Update prototype.dmm
* fix

* update

* Update ghost_role_spawners.dm

* Ultra Update

* Update forgottenship.dm

* balance

* show_to_ghosts = TRUE

* Update
* Main update

* Main update2

* another big update

* Update techcult.dm

* up

* Update tgstation.dme

* Update techcult.dm

* EMP-Proof limbs, R&D fixup, etc.

* TM-Ready

* Update code/modules/ruins/lavalandruin_code/techcult.dm

Co-authored-by: ATH1909 <[email protected]>

* Update code/modules/ruins/lavalandruin_code/techcult.dm

Co-authored-by: ATH1909 <[email protected]>

* inhand_icon_state

* inhand_icon_state 2

* Update fulp_overwrite_vars.dm

* Update

Rebalanced armor, edited closet contents, upgraded reviver implant plus, fixed bug with leader's armor.

* Removes emp-proof augs.

Moved them to another PR.

* Update fulp_overwrite_vars.dm

* Update human_defense.dm

* Le update.

Changes energy sniper rifle weight_class to Normal, instead of Bulky. It also fits on the back now.
Changes Tech Cult specific bible to work on Cyborgs and Augmented people only.

* Update techcult.dm

* update

Co-authored-by: ATH1909 <[email protected]>
* SyndiHuds

* fulp_integration.dm
@@ -7,7 +7,7 @@ about: Create a report to help reproduce and fix the issue

<!--- **INCLUDE THE ROUND ID**
If you discovered this issue from playing tgstation hosted servers:
[Round ID]: # (It can be found in the Status panel or retrieved from https://atlantaned.space/statbus/round.php ! The round id let's us look up valuable information and logs for the round the bug happened.)-->
[Round ID]: # (It can be found in the Status panel or from the bot in the discord during the round! The round id let's us look up valuable information and logs for the round the bug happened.)-->
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Suggested change
[Round ID]: # (It can be found in the Status panel or from the bot in the discord during the round! The round id let's us look up valuable information and logs for the round the bug happened.)-->
[Round ID]: # (It can be found in the Status panel or from the bot in the discord during the round! The round id let's us look up valuable information and logs for the round the bug happened.)-->

wtf

new /obj/item/gun/energy/laser/bluetag/deadly(src)

/obj/structure/closet/crate/laser_tag_partypack_red/PopulateContents()
new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)
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new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)
new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)

for loop mf?

new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)
new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)
new /obj/item/clothing/head/helmet/redtaghelm/deadly(src)
new /obj/item/clothing/suit/redtag/deadly_laser_tag(src)
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new /obj/item/clothing/suit/redtag/deadly_laser_tag(src)
new /obj/item/clothing/suit/redtag/deadly_laser_tag(src)

banger

var/hit_reflect_chance = 50

/obj/item/clothing/head/helmet/redtaghelm/deadly/IsReflect(def_zone)
if(!(def_zone in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_EYES))) //If not shot where ablative is covering you, you don't get the reflection bonus!
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if(!(def_zone in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_EYES))) //If not shot where ablative is covering you, you don't get the reflection bonus!
if((def_zone in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_EYES))) //If not shot where ablative is covering you, you don't get the reflection bonus!

return TRUE

/obj/item/clothing/head/helmet/bluetaghelm/deadly
armor = list("melee" = 15, "bullet" = 10, "laser" = 60,"energy" = 60, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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armor = list("melee" = 15, "bullet" = 10, "laser" = 60,"energy" = 60, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list("meleeg" = 15, "bullet" = 10, "laser" = 60,"energy" = 60, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)

@Sadboysuss
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