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Ports 3 New Chaplain Weapons #4551
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how are these reskins triggered? |
I see that you can name yourself when you enter the blade. Sounds like a nice ghost role to play. Hope it happens enough |
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. |
@Regen1 SS13 universe is clowns, mimes, and chaos dunks from b-ball wizards, this is nothing |
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 |
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. |
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 |
I'm always torn between being happy my stuff is being ported and a bit sad someone elses name is on the changelog 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. |
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. |
@TheDZD merge conflicts fixed; this should be ready. |
Ports: tgstation/tgstation#18086
Implements 3 new chaplain weapons:
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.
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: