Merge pull request #5714 from Cyrelius/Weapons/Armour

Energy Weapons Balance Pass.
This commit is contained in:
Razgriz
2023-06-23 23:44:04 -07:00
committed by GitHub
11 changed files with 112 additions and 69 deletions

View File

@@ -8,7 +8,7 @@
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_HUGE //CHOMP Edit
w_class = ITEMSIZE_LARGE //CHOMP Edit - huge was dumb for this.
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(MAT_STEEL = 2000)
@@ -258,15 +258,15 @@
icon_state = "lasercannon"
item_state = null
wielded_item_state = "mhdhowitzer-wielded" //Placeholder
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 6) //ChompEdit improved.
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
battery_lock = 0 //ChompEdit This thing is worthless with this.
fire_delay = 20
w_class = ITEMSIZE_HUGE //CHOMP Edit. Lol a cannon used to be just large size? Are you kidding me? A CANNON.
w_class = ITEMSIZE_HUGE //CHOMP Edit. Lol a cannon used to be just large size? Are you kidding me? A CANNON. Deserves this.
one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 45
charge_cost = 400 //CHOMP Edit. Let's give this thing some more shots, seeing as it needs to be recharged at a charger.
charge_cost = 400 //CHOMP Edit. Let's give this thing some more shots, seeing as it needs to be recharged at a charger - Most everything else is cheaper on charge cost now or smaller, this can stay the same, but with replacable batteries.
/obj/item/weapon/gun/energy/lasercannon/mounted
name = "mounted laser cannon"
@@ -289,7 +289,7 @@
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
w_class = ITEMSIZE_HUGE //CHOMP Edit.
w_class = ITEMSIZE_LARGE //CHOMP Edit. - huge is too big, this thing hits for 25
/obj/item/weapon/gun/energy/sniperrifle
name = "marksman energy rifle"

View File

@@ -157,20 +157,20 @@
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns_vr.dmi', "slot_belt" = 'icons/inventory/belt/mob_vr.dmi')
fire_sound = 'sound/weapons/laser2.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
charge_cost = 300
charge_cost = 100 //Chompedit Reduced cost
battery_lock = 1
unacidable = TRUE
var/recharging = 0
var/phase_power = 75
var/phase_power = 15
projectile_type = /obj/item/projectile/beam/phaser
//CHOMP Edit: Changed beam type to new phaser beam type.
//CHOMP Edit: Changed beam type to new phaser beam type.
firemodes = list(
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, charge_cost = 300),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/phaser/light, charge_cost = 80),
)
list(mode_name="lethal", fire_delay=10, projectile_type=/obj/item/projectile/beam/phaser, charge_cost = 80), //Chompedit Reduced cost
list(mode_name="low-power", fire_delay=5, projectile_type=/obj/item/projectile/beam/phaser/light, charge_cost = 40), //Chompedit Reduced cost
) //CHOMPedit Adjusts cost and fire delay to match adjusted beams.
recoil_mode = 0 //CHOMP Addition: Removes recoil for micros.
/obj/item/weapon/gun/energy/locked/frontier/unload_ammo(var/mob/user)
@@ -185,7 +185,7 @@
break
playsound(src,'sound/items/change_drill.ogg',25,1)
user.hud_used.update_ammo_hud(user, src)
if(power_supply.give(phase_power/8) < phase_power/8) //CHOMP Edit: Nerfed charge time of all phasers by adding /8 in a couple spots to this line
if(power_supply.give(phase_power) < phase_power)
break
recharging = 0
@@ -215,19 +215,22 @@
/obj/item/weapon/gun/energy/locked/frontier/carbine
name = "frontier carbine"
desc = "An ergonomically improved version of the venerable frontier phaser, the carbine is a fairly new weapon, and has only been produced in limited numbers so far. Includes a built-in crank charger for recharging away from civilization. This one has a safety interlock that prevents firing while in proximity to the facility."
desc = "A larger and more efficient version of the venerable frontier phaser, the carbine is a fairly new weapon, and has only been produced in limited numbers so far. Includes a built-in crank charger for recharging away from civilization. This one has a safety interlock that prevents firing while in proximity to the facility."
description_fluff = "The NT Brand Model AT2 Secured Phaser System, a specialty phaser that has an intergrated chip that prevents the user from opperating the weapon within the vicinity of any NanoTrasen opperated outposts/stations/bases. However, this chip can be disabled so the weapon CAN BE used in the vicinity of any NanoTrasen opperated outposts/stations/bases. The weapon doesn't use traditional weapon power cells and instead works via a pump action that recharges the internal cells. It is a staple amongst exploration personell who usually don't have the license to opperate a lethal weapon through NT and provides them with a weapon that can be recharged away from civilization."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "carbinekill"
item_state = "energykill"
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi')
phase_power = 150
phase_power = 25
one_handed_penalty = 15 //CHOMPEdit Added this, same as phase carbine.
w_class = ITEMSIZE_LARGE //CHOMPEdit Should be bigger.
modifystate = "carbinekill"
//CHOMP Edit: Changed beam type to new phaser beam type.
firemodes = list(
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="carbinekill", charge_cost = 300),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/phaser/light, modifystate="carbinestun", charge_cost = 80),
list(mode_name="lethal", fire_delay=10, projectile_type=/obj/item/projectile/beam/phaser, modifystate="carbinekill", charge_cost = 60), //Chompedit Reduced cost
list(mode_name="low-power", fire_delay=5, projectile_type=/obj/item/projectile/beam/phaser/light, modifystate="carbinestun", charge_cost = 30), //Chompedit Reduced cost
list(mode_name="burst", burst=3, fire_delay=10, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/phaser/light, charge_cost = 90), //Chompedit Added this
)
/obj/item/weapon/gun/energy/locked/frontier/carbine/update_icon()
@@ -251,15 +254,15 @@
icon = 'icons/obj/gun_vr.dmi'
icon_state = "holdoutkill"
item_state = null
phase_power = 100
phase_power = 15
w_class = ITEMSIZE_SMALL
charge_cost = 600
charge_cost = 200 //Chompedit Reduced cost
modifystate = "holdoutkill"
//CHOMP Edit: Changed beam type to new phaser beam type.
firemodes = list(
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="holdoutkill", charge_cost = 600),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/phaser/light, modifystate="holdoutstun", charge_cost = 120),
list(mode_name="lethal", fire_delay=20, projectile_type=/obj/item/projectile/beam/phaser, modifystate="holdoutkill", charge_cost = 200), //Chompedit Reduced cost
list(mode_name="low-power", fire_delay=10, projectile_type=/obj/item/projectile/beam/phaser/light, modifystate="holdoutstun", charge_cost = 50), //Chompedit Reduced cost
list(mode_name="stun", fire_delay=12, projectile_type=/obj/item/projectile/beam/stun/med, modifystate="holdoutshock", charge_cost = 300),
)
@@ -285,13 +288,13 @@
accuracy = -15 //better than most snipers but still has penalty
scoped_accuracy = 40
one_handed_penalty = 50 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
phase_power = 150 //efficient crank charger
phase_power = 30 //ChompEdit efficient crank charger
projectile_type = /obj/item/projectile/beam/phaser/heavy //CHOMPEdit
modifystate = "riflekill"
//CHOMP Edit: Changed beam type to new phaser beam type.
firemodes = list(
list(mode_name="sniper", fire_delay=35, projectile_type=/obj/item/projectile/beam/phaser/heavy, modifystate="riflekill", charge_cost = 600),
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="riflestun", charge_cost = 200),
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/phaser, modifystate="riflestun", charge_cost = 60), //Chompedit Reduced cost
list(mode_name="sniper", fire_delay=35, move_delay=4, projectile_type=/obj/item/projectile/beam/phaser/heavy, modifystate="riflekill", charge_cost = 100), //Chompedit Reduced cost
)
/obj/item/weapon/gun/energy/locked/frontier/rifle/ui_action_click()
@@ -325,14 +328,14 @@
icon = 'icons/obj/gun_vr.dmi'
icon_state = "handbowkill"
item_state = null
phase_power = 100
phase_power = 20
w_class = ITEMSIZE_SMALL
charge_cost = 600
charge_cost = 200 //Chompedit Reduced cost
modifystate = "handbowkill"
firemodes = list(
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/energy/phase/bolt/heavy, modifystate="handbowkill", charge_cost = 600), //CHOMP Edit
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/energy/phase/bolt, modifystate="handbowstun", charge_cost = 200), //CHOMP Edit
list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/energy/phase/bolt/heavy, modifystate="handbowkill", charge_cost = 200), //CHOMP Edit
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/energy/phase/bolt, modifystate="handbowstun", charge_cost = 100), //CHOMP Edit
)
/obj/item/weapon/gun/energy/locked/frontier/handbow/unlocked

View File

@@ -10,7 +10,7 @@
item_state = "phasecarbine"
wielded_item_state = "phasecarbine-wielded"
slot_flags = SLOT_BACK|SLOT_BELT
charge_cost = 240
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
projectile_type = /obj/item/projectile/energy/phase
one_handed_penalty = 15
recoil_mode = 0 //CHOMP Addition: Removes recoil for micros.
@@ -27,8 +27,8 @@
one_handed_penalty = 0
/obj/item/weapon/gun/energy/locked/phasegun/unlocked/mounted/cyborg
charge_cost = 200 //ChompEdit Reduced from 480 to 200
recharge_time = 5 //ChompEdit Reduced from 7 to 5
charge_cost = 80 //ChompEdit Reduced from 480 to 200, further reduced to 80 to match normal phase guns
recharge_time = 16 //ChompEdit set up to 16 due to lower charge cost
/obj/item/weapon/gun/energy/locked/phasegun/pistol
name = "phase pistol"
@@ -37,7 +37,7 @@
item_state = "taser" //I don't have an in-hand sprite, taser will be fine
w_class = ITEMSIZE_NORMAL
slot_flags = SLOT_BELT|SLOT_HOLSTER
charge_cost = 300
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
projectile_type = /obj/item/projectile/energy/phase/light
one_handed_penalty = 0
move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
@@ -54,7 +54,7 @@
use_external_power = 1
/obj/item/weapon/gun/energy/locked/phasegun/pistol/unlocked/mounted/cyborg
charge_cost = 400
charge_cost = 80 //Chompedit, bringing in line with normal phase weapons
recharge_time = 7
@@ -66,7 +66,7 @@
wielded_item_state = "phaserifle-wielded"
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
charge_cost = 150
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
projectile_type = /obj/item/projectile/energy/phase/heavy
accuracy = 15
one_handed_penalty = 30
@@ -85,7 +85,7 @@
wielded_item_state = "phasecannon-wielded" //TODO: New Sprites
w_class = ITEMSIZE_HUGE // This thing is big.
slot_flags = SLOT_BACK
charge_cost = 100
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
projectile_type = /obj/item/projectile/energy/phase/heavy/cannon
accuracy = 15
one_handed_penalty = 65

View File

@@ -1,7 +1,7 @@
/obj/item/projectile/beam/phaser //The "medium" phaser beam.
damage = 10
SA_bonus_damage = 40
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID)
damage = 20
SA_bonus_damage = 20
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
icon = 'icons/obj/projectiles_ch.dmi'
icon_state = "phaser"
light_color = "#F18F12"
@@ -12,8 +12,8 @@
/obj/item/projectile/beam/phaser/light
damage = 5
SA_bonus_damage = 30
damage = 10
SA_bonus_damage = 10
icon_state = "phaser_light"
light_range = 1.5
light_power = 0.3
@@ -23,7 +23,8 @@
/obj/item/projectile/beam/phaser/heavy
SA_bonus_damage = 55
damage = 30
SA_bonus_damage = 30
icon_state = "phaser_heavy"
light_range = 3
light_power = 1
@@ -33,8 +34,8 @@
/obj/item/projectile/beam/phaser/heavy/cannon
damage = 15
SA_bonus_damage = 60
damage = 40
SA_bonus_damage = 40
/obj/effect/projectile/tracer/phaser

View File

@@ -288,6 +288,7 @@
impact_effect_type = /obj/effect/temp_visual/impact_effect/monochrome_laser
hud_state = "plasma_sphere"
/* ChompEdit, moving over to energy_ch.dm
/obj/item/projectile/energy/phase
name = "phase wave"
icon_state = "phase"
@@ -312,6 +313,7 @@
damage = 15
SA_bonus_damage = 60 // 75 total on animals
hud_state = "laser_heat"
*/
/obj/item/projectile/energy/electrode/strong
agony = 70

View File

@@ -24,3 +24,32 @@
hitsound = 'sound/weapons/sear.ogg'
hud_state = "laser_overcharge"
/obj/item/projectile/energy/phase
name = "phase wave"
icon_state = "phase"
range = 13
damage = 5
SA_bonus_damage = 45
armor_penetration = -35
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/light
range = 11
SA_bonus_damage = 35
armor_penetration = -50
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy
range = 16 //Chompedit This range was not great
damage = 10
SA_bonus_damage = 50
armor_penetration = -25
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy/cannon
range = 20 //Chompedit This range was mediocre, but not worth a cannon.
damage = 15
SA_bonus_damage = 60
armor_penetration = -20
hud_state = "laser_heat"