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Merge pull request #1307 from Neerti/3/30/2016_dumb_gun_balance
Dumb Gun Balance Patch
This commit is contained in:
@@ -155,6 +155,10 @@ datum/uplink_item/dd_SortValue()
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name = "9mm"
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path = /obj/item/ammo_magazine/mc9mm
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/datum/uplink_item/item/ammo/c45m
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name = ".45"
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path = /obj/item/ammo_magazine/c45m
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/datum/uplink_item/item/ammo/darts
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name = "Darts"
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path = /obj/item/ammo_magazine/chemdart
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@@ -163,6 +167,14 @@ datum/uplink_item/dd_SortValue()
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name = "14.5mm"
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path = /obj/item/weapon/storage/box/sniperammo
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/datum/uplink_item/item/ammo/a556
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name = "5.56mm"
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path = /obj/item/ammo_magazine/a556
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/datum/uplink_item/item/ammo/a556/ap
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name = "5.56mm AP"
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path = /obj/item/ammo_magazine/a556/ap
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/datum/uplink_item/item/ammo/a10mm
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name = "10mm"
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path = /obj/item/ammo_magazine/a10mm
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@@ -171,6 +183,23 @@ datum/uplink_item/dd_SortValue()
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name = "7.62mm"
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path = /obj/item/ammo_magazine/a762
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/datum/uplink_item/item/ammo/a762/ap
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name = "7.62mm AP"
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path = /obj/item/ammo_magazine/a762/ap
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/datum/uplink_item/item/ammo/g12
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name = "12 gauge"
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path = /obj/item/ammo_magazine/g12
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/datum/uplink_item/item/ammo/g12/beanbag
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name = "12 gauge beanbag"
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path = /obj/item/ammo_magazine/g12/beanbag
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item_cost = 1 // Discount due to it being LTL.
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/datum/uplink_item/item/ammo/g12/pellet
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name = "12 gauge pellet"
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path = /obj/item/ammo_magazine/g12/pellet
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/***************************************
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* Highly Visible and Dangerous Weapons *
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***************************************/
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@@ -192,10 +221,10 @@ datum/uplink_item/dd_SortValue()
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item_cost = 5
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path = /obj/item/weapon/gun/energy/crossbow
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/datum/uplink_item/item/visible_weapons/g9mm
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name = "Silenced 9mm"
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/datum/uplink_item/item/visible_weapons/silenced_45
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name = "Silenced .45"
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item_cost = 5
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path = /obj/item/weapon/storage/box/syndie_kit/g9mm
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path = /obj/item/weapon/gun/projectile/silenced
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/datum/uplink_item/item/visible_weapons/riggedlaser
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name = "Exosuit Rigged Laser"
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@@ -223,6 +252,36 @@ datum/uplink_item/dd_SortValue()
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item_cost = 7
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path = /obj/item/weapon/gun/projectile/automatic/sts35
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/datum/uplink_item/item/visible_weapons/combatshotgun
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name = "Combat Shotgun"
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item_cost = 7
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path = /obj/item/weapon/gun/projectile/shotgun/pump/combat
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/datum/uplink_item/item/visible_weapons/egun
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name = "Energy Gun"
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item_cost = 5
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path = /obj/item/weapon/gun/energy/gun
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/datum/uplink_item/item/visible_weapons/lasercannon
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name = "Laser Cannon"
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item_cost = 6
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path = /obj/item/weapon/gun/energy/lasercannon
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/datum/uplink_item/item/visible_weapons/lasercarbine
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name = "Laser Carbine"
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item_cost = 7
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path = /obj/item/weapon/gun/energy/laser
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/datum/uplink_item/item/visible_weapons/ionrifle
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name = "Ion Rifle"
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item_cost = 5
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path = /obj/item/weapon/gun/energy/ionrifle
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/datum/uplink_item/item/visible_weapons/xray
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name = "Xray Gun"
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item_cost = 7
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path = /obj/item/weapon/gun/energy/xray
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/*************************************
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* Stealthy and Inconspicuous Weapons *
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*************************************/
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@@ -38,7 +38,7 @@ var/datum/uplink_random_selection/default_uplink_selection = new/datum/uplink_ra
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/datum/uplink_random_selection/default/New()
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..()
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items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/g9mm)
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items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/silenced_45)
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items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/mc9mm)
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items += new/datum/uplink_random_item(/datum/uplink_item/item/visible_weapons/revolver)
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items += new/datum/uplink_random_item(/datum/uplink_item/item/ammo/a357)
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@@ -142,6 +142,10 @@
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name = "magazine (5.56mm practice)"
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ammo_type = /obj/item/ammo_casing/a556p
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/obj/item/ammo_magazine/a556/ap
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name = "magazine (5.56mm armor-piercing)"
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ammo_type = /obj/item/ammo_casing/a556/ap
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/obj/item/ammo_magazine/a50
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name = "magazine (.50)"
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icon_state = "50ae"
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@@ -179,6 +183,10 @@
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max_ammo = 50
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multiple_sprites = 1
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/obj/item/ammo_magazine/a762/ap
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name = "magazine box (7.62mm armor-piercing)"
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ammo_type = /obj/item/ammo_casing/a762/ap
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/obj/item/ammo_magazine/a762/empty
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initial_ammo = 0
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@@ -192,6 +200,10 @@
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max_ammo = 20
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multiple_sprites = 1
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/obj/item/ammo_magazine/c762/ap
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name = "magazine (7.62mm armor-piercing)"
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ammo_type = /obj/item/ammo_casing/a762/ap
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/obj/item/ammo_magazine/caps
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name = "speed loader (caps)"
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icon_state = "T38"
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@@ -201,6 +213,7 @@
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matter = list(DEFAULT_WALL_MATERIAL = 600)
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max_ammo = 7
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multiple_sprites = 1
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/obj/item/ammo_magazine/g12
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name = "magazine (12 gauge)"
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icon_state = "g12"
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@@ -133,6 +133,11 @@
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet/rifle/a762
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/obj/item/ammo_casing/a762/ap
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desc = "A 7.62mm armor-piercing bullet casing."
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet/rifle/a762/ap
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/obj/item/ammo_casing/a145
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name = "shell casing"
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desc = "A 14.5mm shell."
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@@ -147,6 +152,11 @@
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/rifle/a556
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/obj/item/ammo_casing/a556/ap
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desc = "A 5.56mm armor-piercing bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/rifle/a556/ap
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/obj/item/ammo_casing/a556p
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desc = "A 5.56mm practice bullet casing."
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caliber = "a556"
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@@ -66,6 +66,7 @@
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var/mode_name = null
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var/requires_two_hands
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var/wielded_icon = "gun_wielded"
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var/one_handed_penalty = 0 // Penalty applied if someone fires a two-handed gun with one hand.
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var/next_fire_time = 0
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@@ -182,8 +183,8 @@
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var/held_disp_mod = 0
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if(requires_two_hands)
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if(user.item_is_in_hands(src) && user.hands_are_full())
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held_acc_mod = -3
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held_disp_mod = 3
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held_acc_mod = held_acc_mod - one_handed_penalty
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held_disp_mod = held_disp_mod - round(one_handed_penalty / 2)
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//actually attempt to shoot
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var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed.
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@@ -211,6 +212,12 @@
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target = targloc
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pointblank = 0
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// We do this down here, so we don't get the message if we fire an empty gun.
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if(requires_two_hands)
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if(user.item_is_in_hands(src) && user.hands_are_full())
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if(one_handed_penalty >= 2)
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user << "<span class='warning'>You struggle to keep \the [src] pointed at the correct position with just one hand!</span>"
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admin_attack_log(usr, attacker_message="Fired [src]", admin_message="fired a gun ([src]) (MODE: [src.mode_name]) [reflex ? "by reflex" : "manually"].")
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//update timing
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@@ -1,6 +1,7 @@
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/obj/item/weapon/gun/energy/laser
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name = "laser carbine"
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desc = "An Hesphaistos Industries G40E carbine, designed to kill with concentrated energy blasts."
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desc = "An Hesphaistos Industries G40E carbine, designed to kill with concentrated energy blasts. This varient has the ability to \
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switch between standard fire and a more efficent but weaker 'suppressive' fire."
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icon_state = "laser"
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item_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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@@ -10,16 +11,29 @@
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 2000)
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projectile_type = /obj/item/projectile/beam/midlaser
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// requires_two_hands = 1
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one_handed_penalty = 2
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 200),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 50),
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)
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/obj/item/weapon/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/weapon/gun/energy/laser/practice
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name = "practice laser carbine"
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desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = /obj/item/projectile/beam/practice
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 200),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 50),
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)
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obj/item/weapon/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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@@ -47,7 +61,8 @@ obj/item/weapon/gun/energy/retro
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/obj/item/weapon/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
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flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon_state = "lasercannon"
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item_state = null
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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@@ -55,30 +70,36 @@ obj/item/weapon/gun/energy/retro
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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max_shots = 5
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max_shots = 6
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fire_delay = 20
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// requires_two_hands = 1
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one_handed_penalty = 6 // The thing's heavy and huge.
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accuracy = 2
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/obj/item/weapon/gun/energy/lasercannon/mounted
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name = "mounted laser cannon"
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self_recharge = 1
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use_external_power = 1
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recharge_time = 10
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accuracy = 0 // Mounted cannons are just fine the way they are.
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requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts."
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desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
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standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
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icon_state = "xray"
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item_state = "xray"
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fire_sound = 'sound/weapons/laser3.ogg'
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 100
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max_shots = 20
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fire_delay = 1
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max_shots = 12
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/obj/item/weapon/gun/energy/sniperrifle
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name = "marksman energy rifle"
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desc = "The HI DMR 9E is an older design of Hesphaistos Industries. A designated marksman rifle capable of shooting powerful ionized beams, this is a weapon to kill from a distance."
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desc = "The HI DMR 9E is an older design of Hesphaistos Industries. A designated marksman rifle capable of shooting powerful \
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ionized beams, this is a weapon to kill from a distance."
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icon_state = "sniper"
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item_state = "laser"
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fire_sound = 'sound/weapons/marauder.ogg'
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@@ -92,6 +113,8 @@ obj/item/weapon/gun/energy/retro
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w_class = 5 // So it can't fit in a backpack.
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accuracy = -3 //shooting at the hip
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scoped_accuracy = 0
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// requires_two_hands = 1
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one_handed_penalty = 4 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
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set category = "Object"
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@@ -5,13 +5,14 @@
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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max_shots = 10
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fire_delay = 10 // Handguns should be inferior to two-handed weapons.
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projectile_type = /obj/item/projectile/beam/stun
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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modifystate = "energystun"
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="energystun", fire_sound='sound/weapons/Taser.ogg'),
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||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="energystun", fire_sound='sound/weapons/Taser.ogg'),
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||||
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", fire_sound='sound/weapons/Laser.ogg'),
|
||||
)
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@@ -33,6 +34,9 @@
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
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||||
modifystate = "fm-2tstun"
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||||
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||||
// requires_two_hands = 1
|
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one_handed_penalty = 2
|
||||
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||||
firemodes = list(
|
||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
|
||||
list(mode_name="stun 3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0), projectile_type=/obj/item/projectile/beam/stun, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
|
||||
@@ -50,6 +54,9 @@
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||||
self_recharge = 1
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||||
modifystate = null
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||||
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||||
// requires_two_hands = 1
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||||
one_handed_penalty = 1 // It's rather bulky, so holding it in one hand is a little harder than with two, however it's not 'required'.
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
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||||
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
|
||||
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||||
@@ -1,10 +1,10 @@
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||||
/obj/item/weapon/gun/energy/taser
|
||||
name = "taser gun"
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||||
desc = "The NT Mk30 NL is a small, low capacity gun used for non-lethal takedowns. Produced by NT, it's actually a licensed version of a W-T design."
|
||||
desc = "The NT Mk30 NL is a small gun used for non-lethal takedowns. Produced by NT, it's actually a licensed version of a W-T design."
|
||||
icon_state = "taser"
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||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
max_shots = 5
|
||||
max_shots = 10
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||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
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||||
/obj/item/weapon/gun/energy/taser/mounted
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||||
@@ -25,7 +25,7 @@
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||||
item_state = "stunrevolver"
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||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
projectile_type = /obj/item/projectile/energy/electrode
|
||||
projectile_type = /obj/item/projectile/energy/electrode/strong
|
||||
max_shots = 8
|
||||
|
||||
|
||||
|
||||
@@ -11,6 +11,10 @@
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
multi_aim = 1
|
||||
burst_delay = 2
|
||||
|
||||
// requires_two_hands = 1
|
||||
one_handed_penalty = 1
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
@@ -44,6 +48,9 @@
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
// requires_two_hands = 1
|
||||
one_handed_penalty = 2
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
@@ -65,6 +72,8 @@
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c762
|
||||
|
||||
one_handed_penalty = 4
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-1,-2), dispersion=list(0.0, 0.6, 0.6)),
|
||||
@@ -115,6 +124,8 @@
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
one_handed_penalty = 4
|
||||
|
||||
burst_delay = 4
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, use_launcher=null, burst_accuracy=null, dispersion=null),
|
||||
@@ -149,12 +160,13 @@
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/z8/update_icon()
|
||||
/obj/item/weapon/gun/projectile/automatic/z8/update_icon(var/ignore_inhands)
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "carbine-[round(ammo_magazine.stored_ammo.len,2)]"
|
||||
else
|
||||
icon_state = "carbine"
|
||||
if(!ignore_inhands) update_held_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/z8/examine(mob/user)
|
||||
@@ -181,6 +193,8 @@
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a762
|
||||
|
||||
one_handed_penalty = 6
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0)),
|
||||
@@ -240,6 +254,8 @@
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/g12
|
||||
|
||||
one_handed_penalty = 4
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0),
|
||||
list(mode_name="3-round bursts", burst=3, move_delay=6, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(0.0, 0.6, 0.6)),
|
||||
|
||||
@@ -23,6 +23,11 @@
|
||||
check_armour = "laser"
|
||||
eyeblur = 2
|
||||
|
||||
/obj/item/projectile/beam/weaklaser
|
||||
name = "weak laser"
|
||||
icon_state = "laser"
|
||||
damage = 15
|
||||
|
||||
/obj/item/projectile/beam/midlaser
|
||||
damage = 40
|
||||
armor_penetration = 10
|
||||
@@ -37,15 +42,6 @@
|
||||
tracer_type = /obj/effect/projectile/laser_heavy/tracer
|
||||
impact_type = /obj/effect/projectile/laser_heavy/impact
|
||||
|
||||
/obj/item/projectile/beam/weaklaser
|
||||
name = "weak laser"
|
||||
icon_state = "laser"
|
||||
damage = 15
|
||||
|
||||
muzzle_type = /obj/effect/projectile/laser_heavy/muzzle
|
||||
tracer_type = /obj/effect/projectile/laser_heavy/tracer
|
||||
impact_type = /obj/effect/projectile/laser_heavy/impact
|
||||
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "xray beam"
|
||||
icon_state = "xray"
|
||||
@@ -160,11 +156,4 @@
|
||||
/obj/item/projectile/beam/stun/weak
|
||||
name = "weak stun beam"
|
||||
icon_state = "stun"
|
||||
nodamage = 1
|
||||
taser_effect = 1
|
||||
agony = 25
|
||||
damage_type = HALLOSS
|
||||
|
||||
muzzle_type = /obj/effect/projectile/stun/muzzle
|
||||
tracer_type = /obj/effect/projectile/stun/tracer
|
||||
impact_type = /obj/effect/projectile/stun/impact
|
||||
|
||||
@@ -169,15 +169,23 @@
|
||||
/* "Rifle" rounds */
|
||||
|
||||
/obj/item/projectile/bullet/rifle
|
||||
armor_penetration = 20
|
||||
armor_penetration = 15
|
||||
penetrating = 1
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762/ap
|
||||
damage = 20
|
||||
armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556
|
||||
damage = 35
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556/ap
|
||||
damage = 30
|
||||
armor_penetration = 50 // At 30 or more armor, this will do more damage than standard rounds.
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a145
|
||||
damage = 80
|
||||
stun = 3
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
//snap pop
|
||||
playsound(src, 'sound/effects/snap.ogg', 50, 1)
|
||||
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
|
||||
|
||||
|
||||
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
|
||||
new /obj/effect/effect/sparks(T)
|
||||
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
|
||||
@@ -49,6 +49,9 @@
|
||||
damage_type = HALLOSS
|
||||
//Damage will be handled on the MOB side, to prevent window shattering.
|
||||
|
||||
/obj/item/projectile/energy/electrode/strong
|
||||
agony = 55
|
||||
|
||||
/obj/item/projectile/energy/electrode/stunshot
|
||||
name = "stunshot"
|
||||
damage = 5
|
||||
|
||||
Reference in New Issue
Block a user