More modular guns tweaks and fixes (#4221)

-fixes #4217
-lowers some of the component techs to make possible to get them
-fixes the phoron capacitor design having the wrong id
-modulator will now change the firing sound of the weapon, to avoid things like tasers and non lethals modules sounding like lasers
-fixes a bug with the random voidsuit picking the wrong helmet for the captain voidsuit
This commit is contained in:
Alberyk
2018-01-31 15:51:01 -02:00
committed by Erki
parent c6be8fe5c3
commit 83d0e161ba
5 changed files with 24 additions and 6 deletions

View File

@@ -209,15 +209,15 @@
sort_string = "TZZBD"
/datum/design/item/weapon/modular_phoron
id = "stock_teranium"
req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 5, TECH_PHORON = 6)
id = "stock_phoron"
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 5, TECH_PHORON = 6)
materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500)
build_path = /obj/item/laser_components/capacitor/phoron
sort_string = "TZZBE"
/datum/design/item/weapon/modular_bs
id = "stock_bs"
req_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 8, TECH_PHORON = 7, TECH_BLUESPACE = 7)
req_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 7, TECH_PHORON = 7, TECH_BLUESPACE = 7)
materials = list(DEFAULT_WALL_MATERIAL = 4000, "phoron" = 3000, "uranium" = 500, "diamond" = 1000)
build_path = /obj/item/laser_components/capacitor/bluespace
sort_string = "TZZBF"