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[MIRROR] Vendor and Phasegun adjustments (#10900)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
co-authored by
Cameron Lennox
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9a214e26ad
commit
1e5d31ff04
@@ -21,5 +21,5 @@
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#define AMMO_RUBBER_AGONY_MULT 2 //Multiply a projectile's damage by this to get the agony for it's rubber counterpart
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#define AMMO_RUBBER_DAMAGE_MULT 0.25 //Rubber bullets still do some regular damage. This is the multiplier for their damage amount.
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#define AMMO_HUNTER_SA_DAMAGE_MULT 1.2 //Multiply by original projectile damage to get SA_bonus_damage
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#define AMMO_HUNTER_SA_DAMAGE_MULT 1.2 //Multiply by original projectile damage to get mob_bonus_damage
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#define AMMO_HUNTER_DAMAGE_MULT 0.2 //Damage multiplier for hunter rounds, SA bonus makes up for it
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@@ -43,7 +43,7 @@
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return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
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if(ammo_flags & AMMO_FLAG_HUNTER)
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var/obj/item/projectile/P = new projectile_type_real(src.loc)
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P.SA_bonus_damage = round(P.damage * AMMO_HUNTER_SA_DAMAGE_MULT) //In exchange for SA damage
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P.mob_bonus_damage = round(P.damage * AMMO_HUNTER_SA_DAMAGE_MULT) //In exchange for SA damage
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P.damage = round(P.damage * AMMO_HUNTER_DAMAGE_MULT) //Severely reduced damage
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qdel(src)
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return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
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@@ -48,20 +48,20 @@
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//Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage.
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/obj/item/projectile/beam/phaser //The "medium" phaser beam.
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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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/obj/item/projectile/beam/phaser/light
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//damage = 5
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SA_bonus_damage = 5
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mob_bonus_damage = 5
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/obj/item/projectile/beam/phaser/heavy
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//damage = 12
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SA_bonus_damage = 12
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mob_bonus_damage = 12
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/obj/item/projectile/beam/phaser/heavy/cannon
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//damage = 15
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SA_bonus_damage = 15
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mob_bonus_damage = 15
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/obj/item/projectile/scatter/laser
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@@ -37,7 +37,7 @@
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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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mob_bonus_damage = 35 // 50 total on animals.
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SA_vulnerability = SA_ANIMAL
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hud_state = "rifle_heavy"
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@@ -124,7 +124,7 @@
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/obj/item/projectile/bullet/rifle/a762/hunter
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damage = 10
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SA_bonus_damage = 30
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mob_bonus_damage = 30
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/obj/item/projectile/bullet/rifle/a545
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damage = 20
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@@ -140,7 +140,7 @@
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/obj/item/projectile/bullet/rifle/a545/hunter
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damage = 5
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SA_bonus_damage = 25
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mob_bonus_damage = 25
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/obj/item/projectile/bullet/rifle/a145
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damage = 60
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@@ -15,13 +15,13 @@
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//
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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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@@ -30,20 +30,20 @@
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/obj/item/projectile/energy/phase
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//damage = 5
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SA_bonus_damage = 15
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mob_bonus_damage = 15
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armor_penetration = 0
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
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/obj/item/projectile/energy/phase/light
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SA_bonus_damage = 5
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mob_bonus_damage = 5
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy
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//damage = 5
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SA_bonus_damage = 20
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mob_bonus_damage = 20
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy/cannon
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//damage = 5
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SA_bonus_damage = 35
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mob_bonus_damage = 35
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armor_penetration = 0
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@@ -19,7 +19,7 @@
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*/
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/obj/item/projectile/bullet/magnetic/flechette/hunting
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armor_penetration = 15
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SA_bonus_damage = 20
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mob_bonus_damage = 20
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/*
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/obj/item/projectile/bullet/magnetic/heated/weak
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damage = 7
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@@ -33,7 +33,7 @@
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/obj/item/projectile/beam/phaser/shotgun
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damage = 7
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SA_bonus_damage = 7
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mob_bonus_damage = 7
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range = 4
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icon_state = "phaser_heavy"
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light_range = 3
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