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[MIRROR] Vendor and Phasegun adjustments (#10900)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
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@@ -103,8 +103,7 @@
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID, SEARING are the only things that should be in here
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var/SA_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
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var/SA_vulnerability = null // What kind of simple animal the above bonus damage should be applied to. Set to null to apply to all SAs.
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var/mob_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
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var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
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@@ -667,7 +666,7 @@
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/obj/item/projectile/proc/get_structure_damage()
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if(damage_type == BRUTE || damage_type == BURN)
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return damage + SA_bonus_damage //CHOMP Edit: Added SA_bonus_damage to the returned value so that phaser can do damage against shields.
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return damage + mob_bonus_damage //CHOMP Edit: Added mob_bonus_damage to the returned value so that phaser can do damage against shields.
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return 0
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//return 1 if the projectile should be allowed to pass through after all, 0 if not.
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@@ -1,7 +1,6 @@
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/obj/item/projectile/beam/phaser //The "medium" phaser beam.
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damage = 20
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SA_bonus_damage = 20
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
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mob_bonus_damage = 20
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icon = 'icons/obj/projectiles_ch.dmi'
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icon_state = "phaser"
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light_color = "#F18F12"
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@@ -13,7 +12,7 @@
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/obj/item/projectile/beam/phaser/light
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damage = 10
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SA_bonus_damage = 10
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mob_bonus_damage = 10
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icon_state = "phaser_light"
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light_range = 1.5
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light_power = 0.3
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@@ -24,7 +23,7 @@
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/obj/item/projectile/beam/phaser/heavy
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damage = 30
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SA_bonus_damage = 30
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mob_bonus_damage = 30
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icon_state = "phaser_heavy"
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light_range = 3
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light_power = 1
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@@ -35,7 +34,7 @@
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/obj/item/projectile/beam/phaser/heavy/cannon
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damage = 40
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SA_bonus_damage = 40
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mob_bonus_damage = 40
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/obj/effect/projectile/tracer/phaser
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@@ -216,8 +216,7 @@
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/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
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damage = 20
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SA_bonus_damage = 50 // 70 total on animals.
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SA_vulnerability = SA_ANIMAL
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mob_bonus_damage = 50
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hud_state = "rifle_heavy"
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/obj/item/projectile/bullet/rifle/a545
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@@ -238,8 +237,7 @@
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/obj/item/projectile/bullet/rifle/a545/hunter
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damage = 15
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SA_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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mob_bonus_damage = 35
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hud_state = "rifle_heavy"
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/obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round.
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@@ -294,24 +294,20 @@
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icon_state = "phase"
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range = 13 //Chompedit This range was still awful
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damage = 5
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SA_bonus_damage = 45 // 50 total on animals
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
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mob_bonus_damage = 45
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hud_state = "laser_heat"
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/obj/item/projectile/energy/phase/light
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range = 11 //Chompedit This range was absolutely pathetic
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SA_bonus_damage = 35 // 40 total on animals
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range = 4
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hud_state = "laser_heat"
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/obj/item/projectile/energy/phase/heavy
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range = 16 //Chompedit This range was not great
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SA_bonus_damage = 55 // 60 total on animals
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range = 8
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hud_state = "laser_heat"
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/obj/item/projectile/energy/phase/heavy/cannon
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range = 20 //Chompedit This range was mediocre, but not worth a cannon.
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damage = 15
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SA_bonus_damage = 60 // 75 total on animals
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hud_state = "laser_heat"
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*/
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@@ -1,12 +1,12 @@
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/obj/item/projectile/energy/phase/bolt
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range = 4
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SA_bonus_damage = 15 // 30 total on animals
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mob_bonus_damage = 15 // 30 total on animals
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icon_state = "cbbolt"
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hud_state = "taser"
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/obj/item/projectile/energy/phase/bolt/heavy
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range = 4
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SA_bonus_damage = 25 // 20 total on animals
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mob_bonus_damage = 25 // 20 total on animals
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hud_state = "taser"
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/obj/item/projectile/energy/plasma/vepr
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@@ -30,15 +30,14 @@
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fire_sound = 'sound/weapons/phase_new/phasecarbine.ogg' //CHOMPedit - New sounds.
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range = 13
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damage = 5
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SA_bonus_damage = 45
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mob_bonus_damage = 45
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armor_penetration = -35
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
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hud_state = "laser_heat"
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/obj/item/projectile/energy/phase/light
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fire_sound = 'sound/weapons/phase_new/phasepistol.ogg' //CHOMPedit - New sounds.
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range = 11
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SA_bonus_damage = 35
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mob_bonus_damage = 35
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armor_penetration = -50
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hud_state = "laser_heat"
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@@ -46,7 +45,7 @@
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fire_sound = 'sound/weapons/phase_new/phaserifle.ogg' //CHOMPedit - New sounds.
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range = 16 //Chompedit This range was not great
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damage = 10
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SA_bonus_damage = 50
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mob_bonus_damage = 50
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armor_penetration = -25
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hud_state = "laser_heat"
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@@ -54,6 +53,6 @@
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fire_sound = 'sound/weapons/phase_new/phasecannon.ogg' //CHOMPedit - New sounds.
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range = 20 //Chompedit This range was mediocre, but not worth a cannon.
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damage = 15
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SA_bonus_damage = 60
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mob_bonus_damage = 60
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armor_penetration = -20
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hud_state = "laser_heat"
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@@ -37,8 +37,7 @@
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/obj/item/projectile/bullet/magnetic/flechette/hunting
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name = "shredder slug"
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armor_penetration = 30
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SA_bonus_damage = 40
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SA_vulnerability = SA_ANIMAL
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mob_bonus_damage = 40
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hud_state = "alloy_spike"
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/obj/item/projectile/bullet/magnetic/heated
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@@ -6,8 +6,7 @@
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name = "shrapnel"
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 10
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SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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mob_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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embed_chance = -1
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pellets = 6
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range_step = 1
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