Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We鈥檒l occasionally send you account related emails.

Already on GitHub? Sign in to your account

Ports 3 New Chaplain Weapons #4551

Merged
merged 3 commits into from
Jun 11, 2016
Merged

Conversation

Fox-McCloud
Copy link
Member

@Fox-McCloud Fox-McCloud commented Jun 1, 2016

Ports: tgstation/tgstation#18086

Implements 3 new chaplain weapons:

  • Pirate Saber
  • Multiverse sword
    • Above two are just claymore reskins
  • Possessed/Talking Sword

The possessed/talking sword can be activated, where upon it'll poll from the ghost population, then put them into a shade which will be placed into the blade itself. It can't do much other than, well, talk.

img1

Also fixes not being able to sheath the claymore in the Crusader armor.

馃啈 Fox McCloud
Add: Adds three new chaplain weapons: pirate saber, multiverse sword, and possessed/talking sword
Fix: Fixes not being able to sheath the claymore in the Crusader Armor
/:cl:

@Fox-McCloud Fox-McCloud added the Feature This PR is a new addition to the game label Jun 1, 2016
@BrawlingBurgents
Copy link
Contributor

how are these reskins triggered?

@Fox-McCloud Fox-McCloud added the Fix This PR will fix an issue in the game label Jun 1, 2016
@taukausanake
Copy link
Contributor

I see that you can name yourself when you enter the blade. Sounds like a nice ghost role to play. Hope it happens enough

@Regen1
Copy link
Contributor

Regen1 commented Jun 1, 2016

While these sprites are fine and dandy, I feel like they are misplaced in the SS13 universe

If anything, all these chaplain items should at the very least have some form of religion tied to them, so the chaplain gets the weapon of his religion or whatever.

@Iamgoofball
Copy link
Contributor

@Regen1 SS13 universe is clowns, mimes, and chaos dunks from b-ball wizards, this is nothing

@Regen1
Copy link
Contributor

Regen1 commented Jun 1, 2016

All of that is spread out, these are all collected under a single job

And TBH the only "odd one out" is the clown and mime

@fludd12
Copy link
Contributor

fludd12 commented Jun 1, 2016

I half agree that them being all under one job is a tad weird, but remember that you can only ever have one per round. I think it fits quite well when you realize that.

@taukausanake
Copy link
Contributor

Yeah I think that fits the bill. I don't see a good use for the pirate saber unless you're going to be dressed like a pirate and preach piracy (in which case I might have a new character and job calling) but then that's trouble on other levels

@imtakingabreakdontatme
Copy link

I'm always torn between being happy my stuff is being ported and a bit sad someone elses name is on the changelog

@Regen1

The idea was the chaplain would choose a gimmick weapon to match their religion, but yeah it's been kinda wonky with crusader chaplains running around with katanas.

We crossed that bridge a long time ago though.

@Spacemanspark
Copy link
Contributor

I can do the same damage in most cases with a welding tool turned on, and it also fits into my pocket, and there's a lot of them.
Or a spear. Easily to craft as well.
Meanwhile, only one null rod unless the admins spawn in more.
Really, this isn't a large issue.

@Fox-McCloud
Copy link
Member Author

@TheDZD merge conflicts fixed; this should be ready.

@TheDZD TheDZD merged commit 41386dd into ParadiseSS13:master Jun 11, 2016
ParadiseSS13-Bot pushed a commit that referenced this pull request Jun 11, 2016
@Fox-McCloud Fox-McCloud deleted the chaplain-things branch June 20, 2016 12:40
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Feature This PR is a new addition to the game Fix This PR will fix an issue in the game
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

9 participants