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Rebalances the 3 least used non temp or illegal guns, + BSG (#27476)
* guns * bsg fix, shield * lwap scoped always hits crawling mobs * decrease scope time * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> --------- Signed-off-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
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@@ -842,7 +842,7 @@ emp_act
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return TRUE
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/mob/living/carbon/human/projectile_hit_check(obj/item/projectile/P)
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return (HAS_TRAIT(src, TRAIT_FLOORED) || HAS_TRAIT(src, TRAIT_NOKNOCKDOWNSLOWDOWN)) && !density // hit mobs that are intentionally lying down to prevent combat crawling.
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return (HAS_TRAIT(src, TRAIT_FLOORED) || HAS_TRAIT(src, TRAIT_NOKNOCKDOWNSLOWDOWN)) && !density && !(P.always_hit_living_nondense && (stat != DEAD)) // hit mobs that are intentionally lying down to prevent combat crawling.
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/mob/living/carbon/human/canBeHandcuffed()
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return has_left_hand() || has_right_hand()
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@@ -21,7 +21,7 @@
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return (!mover.density || !density || horizontal)
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/mob/proc/projectile_hit_check(obj/item/projectile/P)
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return !density
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return !(P.always_hit_living_nondense && (stat != DEAD)) && !density
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/client/verb/toggle_throw_mode()
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set hidden = 1
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@@ -255,7 +255,6 @@
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/obj/item/ammo_casing/energy/arc_revolver
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fire_sound = 'sound/magic/lightningbolt.ogg' //New sound
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e_cost = 125 //8 shots?
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select_name = "lightning beam" //I guess
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE // Depends on sprite
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projectile_type = /obj/item/projectile/energy/arc_revolver
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@@ -280,7 +279,7 @@
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select_name = null //If the select name is null, it does not send a message of switching modes to the user, important on the pistol.
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/obj/item/ammo_casing/energy/charged_plasma
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projectile_type = /obj/item/projectile/energy/charged_plasma
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projectile_type = /obj/item/projectile/homing/charged_plasma
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e_cost = 0 //Charge is used when you charge the gun. Prevents issues.
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muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE
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fire_sound = 'sound/weapons/marauder.ogg' //Should be different enough to get attention
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@@ -237,7 +237,7 @@
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/obj/item/gun/energy/lwap/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/scope, range_modifier = 2, time_to_scope = 3 SECONDS, flags = SCOPE_MOVEMENT_CANCELS | SCOPE_TURF_ONLY | SCOPE_NEED_ACTIVE_HAND)
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AddComponent(/datum/component/scope, range_modifier = 2, time_to_scope = 2 SECONDS, flags = SCOPE_MOVEMENT_CANCELS | SCOPE_TURF_ONLY | SCOPE_NEED_ACTIVE_HAND)
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/obj/item/gun/energy/lwap/on_scope_success(mob/living/user)
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to_chat(user, "<b><span class='robot'>SCOPE_CREEPER_[rand(1, 9999)] Online.</span></b>")
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@@ -258,7 +258,7 @@
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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select_name = null
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fire_sound = 'sound/weapons/marauder.ogg'
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delay = 5 SECONDS
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delay = 2 SECONDS
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/obj/item/ammo_casing/energy/laser/sniper/pierce
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projectile_type = /obj/item/projectile/beam/laser/sniper/pierce
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@@ -287,8 +287,10 @@
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/obj/item/projectile/beam/laser/sniper/pierce
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forcedodge = 1 // Can pierce one non wall thing.
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speed = 0.5
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always_hit_living_nondense = TRUE //This means if you are scoped in sniping at crit xenomorphs or crit humans, you can always hit them even if you do not directly click on them
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/// Have we hit an r_wall? If we have, don't pierce it again so we don't become too effective on reinforced locations (AI sat)
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var/hit_a_r_wall = FALSE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSGIRDER
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/obj/item/projectile/beam/laser/sniper/pierce/prehit(atom/target)
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if(istype(target, /turf/simulated/wall/r_wall))
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@@ -296,7 +298,7 @@
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hit_a_r_wall = TRUE
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if(!forcedodge)
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forcedodge++
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else if((isturf(target) || istype(target, /obj/structure/alien/resin)) && !forcedodge)
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else if((isturf(target) || istype(target, /obj/structure/alien/resin) || istype(target, /obj/structure/spider)) && !forcedodge)
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forcedodge++
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..()
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@@ -684,6 +684,14 @@
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else
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return ..()
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/obj/item/gun/energy/bsg/equipped(mob/user, slot, initial)
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. = ..()
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ADD_TRAIT(user, TRAIT_BSG_IMMUNE, "[UID(src)]")
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/obj/item/gun/energy/bsg/dropped(mob/user, silent)
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. = ..()
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REMOVE_TRAIT(user, TRAIT_BSG_IMMUNE, "[UID(src)]")
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/obj/item/gun/energy/bsg/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
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if(!has_bluespace_crystal)
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to_chat(user, "<span class='warning'>[src] has no bluespace crystal to power it!</span>")
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@@ -61,8 +61,9 @@
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name = "orb of pure bluespace energy"
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icon_state = "bluespace"
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impact_effect_type = /obj/effect/temp_visual/bsg_kaboom
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damage = 60
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damage = 90
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damage_type = BURN
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armour_penetration_flat = 50
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range = 9
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knockdown = 4 SECONDS //This is going to knock you off your feet
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eyeblur = 10 SECONDS
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@@ -79,7 +80,7 @@
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/obj/item/projectile/energy/bsg/on_hit(atom/target)
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. = ..()
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kaboom()
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kaboom(target)
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qdel(src)
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/obj/item/projectile/energy/bsg/on_range()
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@@ -87,22 +88,22 @@
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new /obj/effect/temp_visual/bsg_kaboom(loc)
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..()
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/obj/item/projectile/energy/bsg/proc/kaboom()
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/obj/item/projectile/energy/bsg/proc/kaboom(atom/target)
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playsound(src, 'sound/weapons/bsg_explode.ogg', 75, TRUE)
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for(var/mob/living/M in hearers(7, src)) //No stuning people with thermals through a wall.
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if(M == target)
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continue
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var/floored = FALSE
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/gun/energy/bsg/N = locate() in H
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if(N)
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to_chat(H, "<span class='notice'>[N] deploys an energy shield to project you from [src]'s explosion.</span>")
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continue
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if(HAS_TRAIT(M, TRAIT_BSG_IMMUNE))
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to_chat(M, "<span class='notice'>Your B.S.G deploys an energy shield to project you from [src]'s explosion.</span>")
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new /obj/effect/temp_visual/at_shield(get_turf(M), M)
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continue
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var/distance = (1 + get_dist(M, src))
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if(prob(min(400 / distance, 100))) //100% chance to hit with the blast up to 3 tiles, after that chance to hit is 80% at 4 tiles, 66.6% at 5, 57% at 6, and 50% at 7
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if(prob(min(150 / distance, 100)))//100% chance to upgraded to a stun as well at a direct hit, 75% at 1 tile, 50% at 2, 37.5% at 3, 30% at 4, 25% at 5, 21% at 6, and finaly 19% at 7. This is calculated after the first hit however.
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if(prob(min(200 / distance, 100)))//100% chance to upgraded to a stun as well at a direct hit, 100% at 1 tile, 66% at 2, 50% at 3, 40% at 4, 33% at 5, 28.5% at 6, and finaly 25% at 7. This is calculated after the first hit however.
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floored = TRUE
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M.apply_damage((rand(15, 30) * (1.1 - distance / 10)), BURN) //reduced by 10% per tile
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add_attack_logs(src, M, "Hit heavily by [src]")
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M.apply_damage((rand(60, 80) * (1.1 - distance / 10)), BURN) //reduced by 10% per tile
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add_attack_logs(firer, M, "Hit heavily by [src]")
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if(floored)
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to_chat(M, "<span class='userdanger'>You see a flash of briliant blue light as [src] explodes, knocking you to the ground and burning you!</span>")
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M.KnockDown(4 SECONDS)
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@@ -113,8 +114,10 @@
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M.IgniteMob()
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else
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to_chat(M, "<span class='userdanger'>You feel the heat of the explosion of [src], but the blast mostly misses you.</span>")
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add_attack_logs(src, M, "Hit lightly by [src]")
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M.apply_damage(rand(1, 5), BURN)
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add_attack_logs(firer, M, "Hit lightly by [src]")
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M.apply_damage(rand(20, 25), BURN)
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if(ROLE_BLOB in M.faction)
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M.apply_damage(rand(20, 25), BURN) //Ensures it clears all blob spores on the screen without fail.
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/obj/item/projectile/energy/weak_plasma
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name = "plasma bolt"
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@@ -122,14 +125,31 @@
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damage = 12.5
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damage_type = BURN
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/obj/item/projectile/energy/charged_plasma
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/obj/item/projectile/homing/charged_plasma
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name = "charged plasma bolt"
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icon_state = "plasma_heavy"
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damage = 45
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damage_type = BURN
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flag = "energy"
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armour_penetration_flat = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low.
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shield_buster = TRUE
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reflectability = REFLECTABILITY_PHYSICAL //I will let eswords block it like a normal projectile, but it's not getting reflected, and eshields will take the hit hard. Carp still can reflect though, screw you.
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var/reached_target = FALSE
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/obj/item/projectile/homing/charged_plasma/pixel_move(trajectory_multiplier)
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homing_active = FALSE
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if(isturf(original))
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return ..() //It gets weird if it is a turf. Turfs don't move anyway.
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if(reached_target || get_turf(original) == get_turf(src))
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reached_target = TRUE
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return ..()
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var/fake_Angle = Angle
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if(fake_Angle < 0)
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fake_Angle += 360
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if(abs(get_angle(get_turf(src), original) - fake_Angle) > 45)
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return ..()
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homing_active = TRUE
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..()
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/obj/item/projectile/energy/arc_revolver
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name = "arc emitter"
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@@ -88,6 +88,9 @@
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///Has the projectile been fired?
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var/has_been_fired = FALSE
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/// Does this projectile hit living non dense mobs?
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var/always_hit_living_nondense = FALSE
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//Hitscan
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point_precise or datum/point_precise/vector, start = end. Used for hitscan effect generation.
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