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Exploration Balance Tweaks
- Removes the Pathfinder's Frontier Carbine - Removes the Pathfinder's Binoculars - Adds the Frontier Carbine to the Survery Vendor, for 750 points. It has improved stats over a normal Frontier Phaser - Adds binoculars to the survey vendor for 40 points - Adds a Frontier Rifle, adminbus only for now - Renames some frontier phaser sprites for additional clarity - Adds two frontier holdout phasers to the exploration weapons locker
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@@ -260,14 +260,15 @@
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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."
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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."
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icon = 'icons/obj/gun_vr.dmi'
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icon_state = "carbkill"
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icon_state = "carbinekill"
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item_state = "energykill"
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item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi')
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phase_power = 150
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modifystate = "carbkill"
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modifystate = "carbinekill"
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firemodes = list(
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list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam/blue, modifystate="carbkill", charge_cost = 300),
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list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser/blue, modifystate="carbstun", charge_cost = 80),
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list(mode_name="lethal", fire_delay=8, projectile_type=/obj/item/projectile/beam/blue, modifystate="carbinekill", charge_cost = 300),
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list(mode_name="low-power", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser/blue, modifystate="carbinestun", charge_cost = 80),
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)
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/obj/item/weapon/gun/energy/locked/frontier/carbine/update_icon()
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@@ -307,3 +308,50 @@
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req_access = newlist() //for toggling safety
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locked = 0
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lockable = 0
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////////////////Phaser Rifle////////////////
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/obj/item/weapon/gun/energy/locked/frontier/rifle
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name = "frontier marksman rifle"
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desc = "A much larger, heavier weapon than the typical frontier-type weapons, this DMR can be fired both from the hip, and in scope. 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."
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icon = 'icons/obj/gun_vr.dmi'
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icon_state = "riflekill"
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item_state = "sniper"
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item_state_slots = list(slot_r_hand_str = "lsniper", slot_l_hand_str = "lsniper")
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wielded_item_state = "lsniper-wielded"
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action_button_name = "Use Scope"
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w_class = ITEMSIZE_LARGE
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item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi')
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accuracy = -15 //better than most snipers but still has penalty
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scoped_accuracy = 40
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one_handed_penalty = 50 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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phase_power = 150 //efficient crank charger
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modifystate = "riflekill"
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firemodes = list(
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list(mode_name="sniper", fire_delay=35, projectile_type=/obj/item/projectile/beam/sniper, modifystate="riflekill", charge_cost = 600),
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list(mode_name="lethal", fire_delay=12, projectile_type=/obj/item/projectile/beam, modifystate="riflestun", charge_cost = 200),
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)
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/obj/item/weapon/gun/energy/locked/frontier/rifle/ui_action_click()
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scope()
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/obj/item/weapon/gun/energy/locked/frontier/rifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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/obj/item/weapon/gun/energy/locked/frontier/rifle/update_icon()
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if(recharging)
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icon_state = "[modifystate]_pump"
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update_held_icon()
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return
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..()
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/obj/item/weapon/gun/energy/locked/frontier/rifle/unlocked
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desc = "A much larger, heavier weapon than the typical frontier-type weapons, this DMR can be fired both from the hip, and in scope. Includes a built-in crank charger for recharging away from civilization."
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req_access = newlist() //for toggling safety
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locked = 0
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lockable = 0
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