Adds a random gun option to the uplink, Replaces the renegade's weapon with this kit (#8282)

This commit is contained in:
fernerr
2020-02-23 02:46:34 -03:00
committed by GitHub
parent 1277770019
commit 3dbf50da89
9 changed files with 186 additions and 23 deletions
@@ -127,4 +127,9 @@
/datum/uplink_item/item/visible_weapons/custom_ka
name = "Kinetic Laser Assembly"
item_cost = 12
path = /obj/item/gun/custom_ka/frame01/illegal
path = /obj/item/gun/custom_ka/frame01/illegal
/datum/uplink_item/item/visible_weapons/random_weapon
name = "Random Gun"
item_cost = 13
path = /obj/item/storage/box/syndie_kit/random_weapon
+1 -21
View File
@@ -16,25 +16,6 @@ var/datum/antagonist/renegade/renegades
bantype = "renegade"
var/list/spawn_guns = list(
/obj/item/gun/energy/gun,
/obj/item/gun/energy/retro,
/obj/item/gun/energy/xray,
/obj/item/gun/projectile/revolver,
/obj/item/gun/projectile/revolver/deckard,
/obj/item/gun/projectile/revolver/adhomian,
/obj/item/gun/projectile/automatic/c20r,
/obj/item/gun/projectile/deagle,
/obj/item/gun/projectile/pistol,
/obj/item/gun/projectile/shotgun/doublebarrel/sawn,
/obj/item/gun/projectile/shotgun/pump/rifle/obrez,
/obj/item/gun/projectile/automatic,
/obj/item/gun/projectile/automatic/c20r,
/obj/item/gun/projectile/automatic/tommygun,
/obj/item/gun/projectile/automatic/mini_uzi,
/obj/item/gun/projectile/tanto
)
/datum/antagonist/renegade/New()
..()
renegades = src
@@ -53,10 +34,9 @@ var/datum/antagonist/renegade/renegades
if(!..())
return
var/gun_type = pick(spawn_guns)
if(!player.back)
player.equip_to_slot_or_del(new /obj/item/storage/backpack/satchel(player), slot_back) // if they have no backpack, spawn one
player.equip_to_slot_or_del(new gun_type(player), slot_in_backpack)
player.equip_to_slot_or_del(new /obj/item/storage/box/syndie_kit/random_weapon/concealable(player), slot_in_backpack)
/proc/rightandwrong()
to_chat(usr, "<B>You summoned guns!</B>")
@@ -226,3 +226,14 @@
/obj/item/reagent_containers/personal_inhaler_cartridge/large/norepinephrine = 1,
/obj/item/reagent_containers/personal_inhaler_cartridge/large = 1,
)
/obj/item/storage/box/syndie_kit/random_weapon
desc = "An untraceable gun of varying quality. Acquired from unknown sources. Includes ammunition if applicable."
starts_with = list(/obj/random/weapon_and_ammo = 1)
/obj/item/storage/box/syndie_kit/random_weapon/concealable
starts_with = list(/obj/random/weapon_and_ammo/concealable = 1)
/obj/item/storage/box/syndie_kit/random_weapon/Initialize()
.=..()
desc = "A sleek, sturdy box"
+150 -1
View File
@@ -1399,4 +1399,153 @@
/obj/item/xmasgift/small = 0.5,
/obj/item/xmasgift/medium = 0.3,
/obj/item/xmasgift/large = 0.2
)
)
/obj/random/weapon_and_ammo
name = "random weapon and ammo"
desc = "Summons a random weapon, with ammo if applicable"
icon = 'icons/obj/guns/xenoblaster.dmi'
icon_state = "xenoblaster"
var/chosen_rarity //Can be set to force certain rarity
var/concealable = FALSE //If the gun should fit in a backpack
has_postspawn = TRUE
var/list/Shoddy = list(
/obj/item/gun/energy/blaster = 1,
/obj/item/gun/energy/retro = 0.5,
/obj/item/gun/energy/toxgun = 0.5,
/obj/item/gun/projectile/automatic/improvised = 1,
/obj/item/gun/projectile/contender = 1,
/obj/item/gun/projectile/leyon = 1,
/obj/item/gun/projectile/revolver/derringer = 1,
/obj/item/gun/projectile/shotgun/pump/rifle/obrez = 1,
/obj/item/gun/projectile/shotgun/pump/rifle/vintage = 1,
/obj/item/gun/launcher/harpoon = 0.5
)
var/list/Common = list(
/obj/item/gun/energy/blaster/carbine = 1,
/obj/item/gun/energy/crossbow/largecrossbow = 1,
/obj/item/gun/energy/laser = 0.5,
/obj/item/gun/energy/pistol = 1,
/obj/item/gun/energy/rifle = 1,
/obj/item/gun/projectile/automatic/c20r = 1,
/obj/item/gun/projectile/automatic/mini_uzi = 1,
/obj/item/gun/projectile/automatic/wt550/lethal = 0.5,
/obj/item/gun/projectile/colt = 0.5,
/obj/item/gun/projectile/pistol/sol = 1,
/obj/item/gun/projectile/pistol/adhomai = 1,
/obj/item/gun/projectile/revolver/detective = 0.5,
/obj/item/gun/projectile/revolver/adhomian = 1,
/obj/item/gun/projectile/revolver/lemat = 1,
/obj/item/gun/projectile/sec/lethal= 0.5,
/obj/item/gun/projectile/shotgun/doublebarrel/pellet = 1,
/obj/item/gun/projectile/shotgun/pump/rifle = 1,
/obj/item/gun/projectile/tanto = 1,
/obj/item/gun/projectile/gauss = 1
)
var/list/Rare = list(
/obj/item/gun/energy/blaster/revolver = 1,
/obj/item/gun/energy/blaster/rifle = 1,
/obj/item/gun/energy/pistol/hegemony = 1,
/obj/item/gun/energy/rifle/laser = 1,
/obj/item/gun/energy/rifle/ionrifle = 0.5,
/obj/item/gun/energy/vaurca/blaster = 1,
/obj/item/gun/energy/xray = 1,
/obj/item/gun/energy/lasercannon = 1,
/obj/item/gun/projectile/automatic/rifle/sts35 = 1,
/obj/item/gun/projectile/automatic/x9 = 1,
/obj/item/gun/projectile/deagle = 1,
/obj/item/gun/projectile/deagle/adhomai = 1,
/obj/item/gun/projectile/silenced = 1,
/obj/item/gun/projectile/dragunov = 1,
/obj/item/gun/projectile/plasma/bolter = 1,
/obj/item/gun/projectile/shotgun/doublebarrel/sawn = 1,
/obj/item/gun/projectile/shotgun/foldable = 1,
/obj/item/gun/projectile/shotgun/pump/combat = 1,
/obj/item/gun/projectile/shotgun/pump/combat/sol = 1
)
var/list/Epic = list(
/obj/item/gun/energy/pulse/pistol = 1,
/obj/item/gun/energy/decloner = 0.5,
/obj/item/gun/energy/rifle/laser/xray = 1,
/obj/item/gun/energy/rifle/laser/tachyon = 1,
/obj/item/gun/energy/sniperrifle = 1,
/obj/item/gun/energy/tesla = 1,
/obj/item/gun/energy/laser/shotgun = 1,
/obj/item/gun/energy/vaurca/gatlinglaser = 1,
/obj/item/gun/projectile/automatic/rifle/shotgun = 0.5,
/obj/item/gun/projectile/automatic/rifle/sol = 1,
/obj/item/gun/projectile/automatic/rifle/w556 = 1,
/obj/item/gun/projectile/automatic/rifle/z8 = 1,
/obj/item/gun/projectile/cannon = 1,
/obj/item/gun/projectile/gyropistol = 0.5,
/obj/item/gun/projectile/plasma = 1
)
var/list/Legendary = list(
/obj/item/gun/energy/lawgiver = 1,
/obj/item/gun/energy/pulse = 1,
/obj/item/gun/energy/rifle/pulse = 1,
/obj/item/gun/projectile/automatic/railgun = 1,
/obj/item/gun/projectile/automatic/rifle/l6_saw = 1,
/obj/item/gun/projectile/automatic/terminator = 1,
/obj/item/gun/projectile/nuke = 1,
/obj/item/gun/projectile/revolver/mateba = 1
)
/obj/random/weapon_and_ammo/concealable
concealable = TRUE
/obj/random/weapon_and_ammo/post_spawn(var/obj/item/gun/projectile/spawned)
if(!istype(spawned, /obj/item/gun/projectile))
return
if(spawned.magazine_type)
var/obj/item/ammo_magazine/am = spawned.magazine_type
new am(spawned.loc)
new am(spawned.loc)
else if(istype(spawned, /obj/item/gun/projectile/shotgun) && spawned.caliber == "shotgun")
if(istype(spawned.loc, /obj/item/storage/box))
spawned.loc.icon_state = "largebox"
var/obj/item/storage/box/b = new /obj/item/storage/box(spawned.loc)
for(var/i = 0; i < 8; i++)
new spawned.ammo_type(b)
else if(spawned.ammo_type)
for(var/i = 0; i < (spawned.max_shells * 2); i++)
new spawned.ammo_type(spawned.loc)
/obj/random/weapon_and_ammo/spawn_item()
var/obj/item/W = pick_gun()
. = new W(loc)
/obj/random/weapon_and_ammo/proc/pick_gun()
var/list/possible_rarities = list(
"Shoddy" = 25,
"Common" = 35,
"Rare" = 25,
"Epic" = 14,
"Legendary" = 1
)
if(!chosen_rarity)
chosen_rarity = pickweight(possible_rarities)
var/obj/item/W
switch(chosen_rarity)
if("Shoddy")
W = pickweight(Shoddy)
if("Common")
W = pickweight(Common)
if("Rare")
W = pickweight(Rare)
if("Epic")
W = pickweight(Epic)
if("Legendary")
W = pickweight(Legendary)
if(concealable)
var/weapon_w_class = initial(W.w_class)
if(weapon_w_class > 3)
chosen_rarity = null
return pick_gun()
return W
@@ -85,6 +85,9 @@
magazine_type = /obj/item/ammo_magazine/mc9mmt/rubber
allowed_magazines = list(/obj/item/ammo_magazine/mc9mmt)
/obj/item/gun/projectile/automatic/wt550/lethal
magazine_type = /obj/item/ammo_magazine/mc9mmt
/obj/item/gun/projectile/automatic/wt550/update_icon()
..()
if(ammo_magazine)
@@ -344,6 +344,7 @@
caliber = "10mm"
w_class = 2
ammo_type = /obj/item/ammo_casing/c10mm
magazine_type = /obj/item/ammo_magazine/mc10mm/leyon
max_shells = 5
origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
fire_sound = 'sound/weapons/gunshot/gunshot_pistol.ogg'
@@ -10,6 +10,7 @@
handle_casings = CYCLE_CASINGS
max_shells = 8
ammo_type = /obj/item/ammo_casing/a357
magazine_type = /obj/item/ammo_magazine/a357
fire_sound = 'sound/weapons/gunshot/gunshot_revolver.ogg'
var/chamber_offset = 0 //how many empty chambers in the cylinder until you hit a round
@@ -47,6 +48,7 @@
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
fire_sound = 'sound/weapons/gunshot/gunshot_mateba.ogg'
ammo_type = /obj/item/ammo_casing/a454
magazine_type = /obj/item/ammo_magazine/a454
/obj/item/gun/projectile/revolver/detective
name = "revolver"
@@ -60,6 +62,7 @@
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
ammo_type = /obj/item/ammo_casing/c38
magazine_type = /obj/item/ammo_magazine/c38
/obj/item/gun/projectile/revolver/detective/verb/rename_gun()
set name = "Name Gun"
@@ -90,6 +93,7 @@
item_state = "deckard"
caliber = "38"
ammo_type = /obj/item/ammo_casing/c38
magazine_type = null
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
/obj/item/gun/projectile/revolver/deckard/update_icon()
@@ -120,6 +124,7 @@
load_method = SINGLE_CASING
max_shells = 2
ammo_type = /obj/item/ammo_casing/a357
magazine_type = null
/obj/item/gun/projectile/revolver/capgun
name = "cap gun"
@@ -157,6 +162,7 @@
caliber = "38"
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
ammo_type = /obj/item/ammo_casing/c38
magazine_type = /obj/item/ammo_magazine/c38
var/secondary_max_shells = 1
var/secondary_caliber = "shotgun"
var/secondary_ammo_type = /obj/item/ammo_casing/shotgun/pellet
@@ -249,6 +255,7 @@
load_method = SINGLE_CASING
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
ammo_type = /obj/item/ammo_casing/c38
magazine_type = null
description_fluff = "A simple and reliable double action revolver, favored by the nobility, officers and law enforcement. The design is known for having an outdated reloading \
mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has \
@@ -8,6 +8,7 @@
fire_sound = 'sound/weapons/gunshot/gunshot_rifle.ogg'
caliber = "a762"
ammo_type = /obj/item/ammo_casing/a762
magazine_type = /obj/item/ammo_magazine/boltaction
max_shells = 5
pump_fail_msg = "<span class='warning'>You cannot work the rifle's bolt without gripping it with both hands!</span>"
@@ -62,6 +63,7 @@
handle_casings = HOLD_CASINGS
max_shells = 1
ammo_type = /obj/item/ammo_casing/a556
magazine_type = /obj/item/ammo_magazine/a556
slot_flags = SLOT_BELT|SLOT_HOLSTER
load_method = SINGLE_CASING
fire_sound = 'sound/weapons/gunshot/gunshot3.ogg'
@@ -130,6 +132,7 @@
handle_casings = HOLD_CASINGS
caliber = "vintage"
ammo_type = /obj/item/ammo_casing/vintage
magazine_type = /obj/item/ammo_magazine/boltaction/vintage
can_bayonet = TRUE
var/open_bolt = 0
var/obj/item/ammo_magazine/boltaction/vintage/has_clip
@@ -0,0 +1,4 @@
author: Ferner
delete-after: True
changes:
- rscadd: "Added an uplink option to purchase a random projectile weapon from a wide selection. Expect varying quality."