Adjusts sniper rifle damage

Lowers wall pierce chance back to original value to compensate, and
increase the cost of ammo by 1 TC.
This commit is contained in:
mwerezak
2015-02-24 20:17:35 -05:00
parent 401709cd23
commit 944be58804
2 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -36,7 +36,7 @@
new/datum/uplink_item(/obj/item/ammo_magazine/a357, 2, ".357", "RA"),
new/datum/uplink_item(/obj/item/ammo_magazine/mc9mm, 2, "9mm", "R9"),
new/datum/uplink_item(/obj/item/ammo_magazine/chemdart, 2, "Darts", "AD"),
new/datum/uplink_item(/obj/item/weapon/storage/box/sniperammo, 3, "14.5mm", "SA")
new/datum/uplink_item(/obj/item/weapon/storage/box/sniperammo, 4, "14.5mm", "SA")
),
"Highly Visible and Dangerous Weapons" = list(
new/datum/uplink_item(/obj/item/weapon/storage/box/emps, 3, "5 EMP Grenades", "EM"),
@@ -43,10 +43,10 @@
var/chance = 0
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.damage_cap*250)
chance = round(damage/W.damage_cap*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*150)
chance = round(damage/D.maxhealth*180)
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
@@ -141,7 +141,7 @@
penetrating = 1
/obj/item/projectile/bullet/rifle/a145
damage = 60
damage = 80
stun = 3
weaken = 3
penetrating = 5