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## About The Pull Request This rebalances the Laser Musket and Heroic Laser Musket Replaces glasses with 2 drinking glasses in the crafting recipe Removes 2-handed demand Standard shot damage slightly increased and stamina damage greatly decreased Heroic shot made a 3-round scatter shot, very powerful, damage and stamina damage decreased to compensate Crank-charge weapons, except the thermal revolvers, can be charged while moving Muskets can also be worn on jackets ## Why It's Good For The Game These things were severely underused, and I always kinda wanted them to be crankable while you moved, I just didn't know how. This should also help the Militiamen ERT be less of a joke. I would appreciate balanceposters giving some advice on the numbers if you're seeing this. The heroic musket is incredibly rare, and SHOULD be pretty powerful. ## Changelog 🆑 balance: laser muskets have been rebalanced balance: crank weapons can be charged while moving /🆑
129 lines
5.4 KiB
Plaintext
129 lines
5.4 KiB
Plaintext
/obj/item/gun/energy/laser/musket
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name = "laser musket"
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desc = "A hand-crafted laser weapon, it has a hand crank on the side to charge it up."
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icon_state = "musket"
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inhand_icon_state = "musket"
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worn_icon_state = "las_musket"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/musket)
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slot_flags = ITEM_SLOT_BACK
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obj_flags = UNIQUE_RENAME
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/obj/item/gun/energy/laser/musket/add_bayonet_point()
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AddComponent(/datum/component/bayonet_attachable, offset_x = 22, offset_y = 11)
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/obj/item/gun/energy/laser/musket/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/crank_recharge, \
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charging_cell = get_cell(), \
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charge_amount = STANDARD_CELL_CHARGE * 0.5, \
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cooldown_time = 2 SECONDS, \
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charge_sound = 'sound/items/weapons/laser_crank.ogg', \
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charge_sound_cooldown_time = 1.8 SECONDS, \
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charge_move = IGNORE_USER_LOC_CHANGE, \
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)
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/obj/item/gun/energy/laser/musket/update_icon_state()
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inhand_icon_state = "[initial(inhand_icon_state)][(get_charge_ratio() == 4 ? "charged" : "")]"
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return ..()
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/obj/item/gun/energy/laser/musket/prime
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name = "heroic laser musket"
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desc = "A well-engineered, hand-charged laser weapon. Its capacitors hum with potential."
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icon_state = "musket_prime"
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inhand_icon_state = "musket_prime"
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worn_icon_state = "las_musket_prime"
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ammo_type = list(/obj/item/ammo_casing/energy/laser/musket/prime)
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/obj/item/gun/energy/disabler/smoothbore
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name = "smoothbore disabler"
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desc = "A hand-crafted disabler, using a hard knock on an energy cell to fire the stunner laser. A lack of proper focusing means it has no accuracy whatsoever."
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icon_state = "smoothbore"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/smoothbore)
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shaded_charge = 1
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charge_sections = 1
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spread = 22.5
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/obj/item/gun/energy/disabler/smoothbore/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/crank_recharge, \
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charging_cell = get_cell(), \
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charge_amount = STANDARD_CELL_CHARGE, \
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cooldown_time = 2 SECONDS, \
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charge_sound = 'sound/items/weapons/laser_crank.ogg', \
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charge_sound_cooldown_time = 1.8 SECONDS, \
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charge_move = IGNORE_USER_LOC_CHANGE, \
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)
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/obj/item/gun/energy/disabler/smoothbore/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/weapons/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 18, \
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overlay_y = 12, \
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) //i swear 1812 being the overlay numbers was accidental
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/obj/item/gun/energy/disabler/smoothbore/prime //much stronger than the other prime variants, so dont just put this in as maint loot
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name = "elite smoothbore disabler"
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desc = "An enhancement version of the smoothbore disabler pistol. Improved optics and cell type result in good accuracy and the ability to fire twice. \
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The disabler bolts also don't dissipate upon impact with armor, unlike the previous model."
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icon_state = "smoothbore_prime"
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ammo_type = list(/obj/item/ammo_casing/energy/disabler/smoothbore/prime)
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charge_sections = 2
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spread = 0 //could be like 5, but having just very tiny spread kinda feels like bullshit
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//Inferno and Cryo Pistols
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/obj/item/gun/energy/laser/thermal //the common parent of these guns, it just shoots hard bullets, somoene might like that?
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name = "nanite pistol"
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desc = "A modified handcannon with a metamorphic reserve of decommissioned weaponized nanites. Spit globs of angry robots into the bad guys."
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icon_state = "infernopistol"
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inhand_icon_state = null
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ammo_type = list(/obj/item/ammo_casing/energy/nanite)
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shaded_charge = TRUE
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ammo_x_offset = 1
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obj_flags = UNIQUE_RENAME
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w_class = WEIGHT_CLASS_NORMAL
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dual_wield_spread = 5 //as intended by the coders
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/obj/item/gun/energy/laser/thermal/add_bayonet_point()
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AddComponent(/datum/component/bayonet_attachable, offset_x = 19, offset_y = 13)
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/obj/item/gun/energy/laser/thermal/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
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AddComponent( \
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/datum/component/crank_recharge, \
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charging_cell = get_cell(), \
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spin_to_win = TRUE, \
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charge_amount = LASER_SHOTS(8, STANDARD_CELL_CHARGE), \
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cooldown_time = 0.8 SECONDS, \
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charge_sound = 'sound/items/weapons/kinetic_reload.ogg', \
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charge_sound_cooldown_time = 0.8 SECONDS, \
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)
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/obj/item/gun/energy/laser/thermal/add_seclight_point()
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AddComponent(/datum/component/seclite_attachable, \
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light_overlay_icon = 'icons/obj/weapons/guns/flashlights.dmi', \
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light_overlay = "flight", \
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overlay_x = 15, \
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overlay_y = 9)
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/obj/item/gun/energy/laser/thermal/inferno //the magma gun
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name = "inferno pistol"
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desc = "A modified handcannon with a metamorphic reserve of decommissioned weaponized nanites. Spit globs of molten angry robots into the bad guys. \
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While it doesn't manipulate temperature in and of itself, it does cause an violent eruption in anyone who is severely cold. Able to generate \
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ammunition by manually spinning the weapon's nanite canister."
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icon_state = "infernopistol"
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ammo_type = list(/obj/item/ammo_casing/energy/nanite/inferno)
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/obj/item/gun/energy/laser/thermal/cryo //the ice gun
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name = "cryo pistol"
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desc = "A modified handcannon with a metamorphic reserve of decommissioned weaponized nanites. Spit shards of frozen angry robots into the bad guys. \
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While it doesn't manipulate temperature in and of itself, it does cause an internal explosion in anyone who is severely hot. Able to generate \
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ammunition by manually spinning the weapon's nanite canister."
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icon_state = "cryopistol"
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ammo_type = list(/obj/item/ammo_casing/energy/nanite/cryo)
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