Fixes a handful of weapons shooting the wrong projectile, phase weapon nerf, floragun buff, one merc nerf. (#8791)

This commit is contained in:
tacoguy7765093
2024-08-22 05:48:46 -05:00
committed by GitHub
parent 3977bad5a9
commit d3167feb2c
7 changed files with 60 additions and 21 deletions

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@@ -167,6 +167,7 @@
/mob/living/simple_mob/humanoid/merc/ranged/smg
icon_state = "syndicateranged_smg"
icon_living = "syndicateranged_smg"
projectiletype = /obj/item/projectile/bullet/a10mm //CHOMPedit, 20 instead of 35, SMG
loot_list = list(/obj/item/weapon/gun/projectile/automatic/c20r = 100)

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@@ -10,7 +10,7 @@
item_state = "phasecarbine"
wielded_item_state = "phasecarbine-wielded"
slot_flags = SLOT_BACK|SLOT_BELT
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
charge_cost = 160 //Chompedit Bringing charge cost down for all phase weapons. 15 shots on normal cell
projectile_type = /obj/item/projectile/energy/phase
one_handed_penalty = 15
recoil_mode = 0 //CHOMP Addition: Removes recoil for micros.
@@ -27,7 +27,7 @@
one_handed_penalty = 0
/obj/item/weapon/gun/energy/locked/phasegun/unlocked/mounted/cyborg
charge_cost = 80 //ChompEdit Reduced from 480 to 200, further reduced to 80 to match normal phase guns
charge_cost = 160 //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
@@ -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 = 80 //Chompedit Bringing charge cost down for all phase weapons.
charge_cost = 160 //Chompedit Bringing charge cost down for all phase weapons. 15 shots on normal cell
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 = 80 //Chompedit, bringing in line with normal phase weapons
charge_cost = 160 //Chompedit, bringing in line with normal phase weapons
recharge_time = 7
@@ -62,11 +62,11 @@
name = "EW31 Orion" //ChompEDIT
desc = "The RayZar EW31 Orion, also known as the 'phase rifle', is a specialist energy-based weapon intended for use against hostile wildlife. This one has a safety interlock that prevents firing while in proximity to the facility." //ChompEDIT
icon_state = "phaserifle"
item_state = "phaserifle"
item_state = "phaserifle"
wielded_item_state = "phaserifle-wielded"
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
charge_cost = 80 //Chompedit Bringing charge cost down for all phase weapons.
charge_cost = 160 //Chompedit Bringing charge cost down for all phase weapons. 15 shots on normal cell
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 = 80 //Chompedit Bringing charge cost down for all phase weapons.
charge_cost = 160 //Chompedit Bringing charge cost down for all phase weapons. 15 shots on normal cell
projectile_type = /obj/item/projectile/energy/phase/heavy/cannon
accuracy = 15
one_handed_penalty = 65

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@@ -1008,6 +1008,7 @@
auto_loading_type = OPEN_BOLT
muzzle_velocity = 860
one_handed_penalty = 90
fire_sound = 'sound/weapons/serdy/strela.ogg'
//commented this out because it seems to be breaking the Kord -- Ocelot
/*

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@@ -43,8 +43,8 @@ Small Weapons
/obj/item/weapon/gun/projectile/revolver/detective45
caliber = "small"
ammo_type = /obj/item/ammo_casing/simple/small
projectile_type = /obj/item/projectile/bullet/pistol/rubber
ammo_type = /obj/item/ammo_casing/simple/small/rubber
projectile_type = /obj/item/projectile/bullet/pistol/medium
/obj/item/weapon/gun/projectile/revolver/lombardi
caliber = "small"
@@ -586,19 +586,19 @@ Medium Weapons
/obj/item/weapon/gun/projectile/automatic/serdy/krinkov
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
/obj/item/weapon/gun/projectile/automatic/serdy/akm
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
/obj/item/weapon/gun/projectile/automatic/serdy/scrapak
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
@@ -676,7 +676,7 @@ Medium Weapons
/obj/item/weapon/gun/projectile/automatic/serdy/sks
caliber = "medium"
ammo_type = /obj/item/ammo_casing/simple/medium
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762/sniper
/obj/item/weapon/gun/projectile/automatic/serdy/mosin
caliber = "medium"
@@ -702,19 +702,19 @@ Medium Weapons
/obj/item/weapon/gun/projectile/automatic/serdy/memegun
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
/obj/item/weapon/gun/projectile/automatic/serdy/tkb408
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
/obj/item/weapon/gun/projectile/automatic/serdy/groza
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_small)
magazine_type = /obj/item/ammo_magazine/medium
@@ -738,13 +738,13 @@ Medium Weapons
/obj/item/weapon/gun/projectile/automatic/serdy/rpd
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium_box)
magazine_type = /obj/item/ammo_magazine/medium_box
/obj/item/weapon/gun/projectile/automatic/serdy/rpk
caliber = "medium"
projectile_type = /obj/item/projectile/bullet/rifle/a762x39
projectile_type = /obj/item/projectile/bullet/rifle/a762
allowed_magazines = list(/obj/item/ammo_magazine/medium,/obj/item/ammo_magazine/medium_drum)
magazine_type = /obj/item/ammo_magazine/medium_drum

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@@ -1,12 +1,43 @@
/obj/item/projectile/bullet
damage = 25 //seems many bullets use this value for some reason
//These are projectiles that do not have damage defined anywhere. Gonna follow laser weapons sorta with a extra kick, 25/35/60
/obj/item/projectile/bullet/a38 //These projectiles are used but dont exist, revolvers were super underpowered forever
damage = 25 //.38 pretty bwoomp
/obj/item/projectile/bullet/rifle/a45lc
damage = 35 //.45 used by a single revolver
/obj/item/projectile/bullet/a10mm
damage = 20 //CR-20 do 20 lol
/obj/item/projectile/bullet/rifle/a45lc
damage = 35 //.45 used by a one revolver
/obj/item/projectile/bullet/rifle/a762/lmg
damage = 30
/obj/item/projectile/bullet/a57 //P90s pack a punch?
damage = 30
/obj/item/projectile/bullet/rifle/a545
fire_sound = 'sound/weapons/Gunshot_light.ogg'
damage = 30
hud_state = "rifle"
/obj/item/projectile/bullet/rifle/a545/ap
damage = 25
armor_penetration = 50 // At 40 or more armor, this will do more damage than standard rounds.
hud_state = "rifle_ap"
/obj/item/projectile/bullet/rifle/a545/hp
damage = 40
armor_penetration = -50
penetrating = 0
hud_state = "hivelo_iff"
/obj/item/projectile/bullet/rifle/a545/hunter
damage = 15
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL
hud_state = "rifle_heavy"
/* Combat refactor walkback, default bullets do 60 damage I think so im keeping this, were not getting the CR20 incident again lol
/obj/item/projectile/bullet/pistol

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@@ -1,4 +1,8 @@
//File has been unticked due to combat refactor walk-back, things do more damage now
/obj/item/weapon/gun/energy/floragun
charge_cost = 80
/*
//Combat refactor walk-back
/obj/item/weapon/gun/energy
charge_cost = 80
@@ -92,3 +96,4 @@
list(mode_name="laser", fire_delay = 8, projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 160),
list(mode_name="gauss", fire_delay=15, projectile_type=/obj/item/projectile/energy/gauss, modifystate="x01gauss", fire_sound='sound/weapons/gauss_shoot.ogg', charge_cost = 120)
)
*/

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@@ -5017,6 +5017,7 @@
#include "modular_chomp\code\modules\projectiles\guns\phase.dm"
#include "modular_chomp\code\modules\projectiles\guns\special.dm"
#include "modular_chomp\code\modules\projectiles\guns\staffs.dm"
#include "modular_chomp\code\modules\projectiles\guns\energy\laser.dm"
#include "modular_chomp\code\modules\projectiles\guns\energy\special.dm"
#include "modular_chomp\code\modules\projectiles\guns\projectile\revolver.dm"
#include "modular_chomp\code\modules\projectiles\precursor\eclipse.dm"