Skip to content

Duffelbags Exemption List + Gun Bulk Fix#817

Open
Stutternov wants to merge 1 commit intoDarkPack13:masterfrom
Stutternov:Duffelbag
Open

Duffelbags Exemption List + Gun Bulk Fix#817
Stutternov wants to merge 1 commit intoDarkPack13:masterfrom
Stutternov:Duffelbag

Conversation

@Stutternov
Copy link
Copy Markdown
Contributor

@Stutternov Stutternov commented Mar 30, 2026

About The Pull Request

This PR does a few small things, I'll break it down simply into sections.

Darkpack Duffelbag Subtype

The new Darkpack duffel has an exemption list like the Syndie duffel from TG. This allows you to fit SPECIFIC items into it of bulky weight, while not allowing others.

The list is comprised of melee weapons unique to Darkpack, Darkpack longarms (baring the .50 and musket), and a handful of misc items.
image
image

Seen here, if you shove 2 longarms in it only has enough space for 7 more normal items before maxing out. This should be fine for balancing of packed-shit bags.
image

Note: might be worth reducing the duffel exemption from 2 to 1 if having 2 guns in it are too strong but I think it's fine. Syndie packs allowed this with ANY gun, this list is curated at least so you can't do this with a .50. (Also, I put battering ram on the list.. these aren't actually that big, just heavy, unsure if that's OK or not balance wise. Made sense to me though?)

Also, the surgery bag in the blackmarket vendor has been changed to be the Darkpack type variant. I forgot to take a picture of it but it's on-floor sprite is identical to the duffel's on floor but its white with a blue cross.

Darkpack Gun Weight Fix

A bunch of guns like the sniper and lever action had oversights on them where weight was defined as bulky then re-defined lower on the gun as normal. Think it was unintended fully, so adjusted it.

This also fixes an oversight that existed where you could fit a .50 sniper into your backpack. Woopsie.......

Darkpack Money Bag & Presets

Does the same as the Darkpack duffelbag except with the moneybag, making a unique subtype to take the Darkpack cash.

Made a ~4k pre-spawn variant as well as a 10k spawn variant, 50 gold bar, and 50 silver bar spawn variants. This is just for mapping or spawning by staff, shouldn't be an issue. Tested them as well, spawns fine, forgot screenshots since it was pretty minor.

Why It's Good For The Game

Simple bulletpoint reasons:

  • Longarms were unable to be concealed in any meaningful way, meaning you had to put them on your belt - open displayed - or push boxes/crates around with them in it. This allows one singular storage method to conceal them.
  • Gun weights on the sniper and lever were clearly oversights, I don't think people want the robber to whip out his compact .50 cal from his bag
  • Moneybags provide stuff for map design and spawning.

Changelog

🆑
add: Adds new Darkpack duffelbag subtype
add: Adds ability for new duffelbags to hold 2 exempt-list items (guns, melee weapons, etc)
add: Adds new Darkpack moneybag subtype to hold proper cash, also added pre-spawn variant bags
fix: Fixes oversight on certain guns, making them have proper bulky weight instead of normal
/:cl:

@github-actions
Copy link
Copy Markdown
Contributor

You currently have a negative Fix/Feature pull request delta of -6. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

Copy link
Copy Markdown
Member

@FalloutFalcon FalloutFalcon left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I would strongly consider just overriding the behavior for the default duffel type as

  1. We already overide the base type for duffles/storage so that we could change the sprite.
  2. You haven't written an updates path for update the maps and a handful of other spots in code are also lacking the darkpack change (like character spawn/loadouts)
  3. Its going to be a bit unclear to mappers that this change was made as they share the same sprite
  4. Your creating kinda snowflake types that has to annoyingly copy paste the real tg sub-types (surgery bags)

Comment on lines +36 to +47
// Darkpack Armor - National guard and EOD armor; they're big
/obj/item/clothing/suit/vampire/vest/army,
/obj/item/clothing/suit/vampire/eod,
// Deployables
/obj/item/cardboard_cutout,
// Storage
/obj/item/storage/bag/money/darkpack,
// Skub
/obj/item/skub,
// Fish
/obj/item/fish,
/obj/item/fish_tank,
Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

stuff like fish can already be stored in duffels i belive.

Comment on lines +52 to +55
var/list/desc = list()
for(var/obj/item/valid_item as anything in exception_type_list)
desc += "\a [initial(valid_item.name)]"
can_hold_description = "\n\t[span_notice("[desc.Join("\n\t")]")]"
Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

whats the examine text look like? wondering how it handled the abstract types like item/fish

@Stutternov
Copy link
Copy Markdown
Contributor Author

I would strongly consider just overriding the behavior for the default duffel type as

  1. We already overide the base type for duffles/storage so that we could change the sprite.
  2. You haven't written an updates path for update the maps and a handful of other spots in code are also lacking the darkpack change (like character spawn/loadouts)
  3. Its going to be a bit unclear to mappers that this change was made as they share the same sprite
  4. Your creating kinda snowflake types that has to annoyingly copy paste the real tg sub-types (surgery bags)

Would just changing the base duffel bag from TG be better then? I just avoided touching the base duffel bag to keep it modularized and avoid touching base TG code.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants