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Rebalancing of cost/attack power of protolathe-printed bullet-firing guns. (#10480)
* More rebalancing. AR now uses "midbullet2" projectile, so it no longer stuns but does slightly more damage. * In retrospect, changing the bullet type could be counterproductive. Going to edit the current one instead. * Fucked up revert, trying this again.
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ComicIronic
parent
14b0f15c95
commit
41870cac1c
@@ -49,6 +49,9 @@
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ammo_type = "/obj/item/ammo_casing/a12mm"
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max_ammo = 30
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/obj/item/ammo_storage/box/c12mm/assault
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ammo_type = "/obj/item/ammo_casing/a12mm/assault"
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/obj/item/ammo_storage/box/c45
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name = "ammo box (.45)"
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icon_state = "9mm"
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@@ -65,6 +65,9 @@
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projectile_type = "/obj/item/projectile/bullet/midbullet"
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w_type = RECYK_METAL
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/obj/item/ammo_casing/a12mm/assault
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projectile_type = "/obj/item/projectile/bullet/midbullet/assault"
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/obj/item/ammo_casing/a12mm/bounce
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desc = "A rubber-titanium 12mm bullet casing."
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projectile_type = "/obj/item/projectile/bullet/midbullet/bouncebullet"
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@@ -49,6 +49,9 @@
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else
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..()
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/obj/item/weapon/gun/projectile/automatic/lockbox
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mag_type = "/obj/item/ammo_storage/magazine/smg9mm/empty"
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Uzi"
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desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
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@@ -103,13 +106,16 @@
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max_shells = 20
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burst_count = 4
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caliber = list("12mm" = 1)
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ammo_type = "/obj/item/ammo_casing/a12mm"
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ammo_type = "/obj/item/ammo_casing/a12mm/assault"
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mag_type = "/obj/item/ammo_storage/magazine/a12mm"
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fire_sound = 'sound/weapons/Gunshot_c20.ogg'
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load_method = 2
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gun_flags = AUTOMAGDROP | EMPTYCASINGS
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/obj/item/weapon/gun/projectile/automatic/xcom/lockbox
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mag_type = "/obj/item/ammo_storage/magazine/a12mm/empty"
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "\improper L6 SAW"
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desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
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@@ -67,8 +67,15 @@
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weaken = 0
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superspeed = 1
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/obj/item/projectile/bullet/midbullet/assault
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damage = 20
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stun = 0
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weaken = 0
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/obj/item/projectile/bullet/midbullet2
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damage = 25
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stun = 0
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weaken = 0
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/obj/item/projectile/bullet/midbullet/bouncebullet
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bounce_type = PROJREACT_WALLS|PROJREACT_WINDOWS
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@@ -100,9 +100,9 @@
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id = "xcomar"
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req_tech = list(Tc_COMBAT = 4, Tc_MATERIALS = 3)
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build_type = PROTOLATHE
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materials = list(MAT_IRON = 10000, MAT_GLASS = 1000)
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materials = list(MAT_IRON = 12500, MAT_GLASS = 12500)
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category = "Weapons"
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build_path = /obj/item/weapon/gun/projectile/automatic/xcom
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build_path = /obj/item/weapon/gun/projectile/automatic/xcom/lockbox
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locked = 1
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req_lock_access = list(access_armory)
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@@ -112,9 +112,9 @@
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id = "ammo_12mm"
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req_tech = list(Tc_COMBAT = 3, Tc_MATERIALS = 2)
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build_type = PROTOLATHE
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materials = list(MAT_IRON = 2000, MAT_GLASS = 200)
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materials = list(MAT_IRON = 4250, MAT_SILVER = 250)
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category = "Weapons"
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build_path = /obj/item/ammo_storage/box/c12mm
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build_path = /obj/item/ammo_storage/box/c12mm/assault
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/datum/design/magazine_12mm
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name = "Magazine (12mm)"
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@@ -122,7 +122,7 @@
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id = "magazine_12mm"
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req_tech = list(Tc_COMBAT = 2)
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build_type = PROTOLATHE
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materials = list(MAT_IRON = 300)
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materials = list(MAT_IRON = 400)
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category = "Weapons"
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build_path = /obj/item/ammo_storage/magazine/a12mm/empty
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@@ -212,9 +212,9 @@
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id = "smg"
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req_tech = list(Tc_COMBAT = 4, Tc_MATERIALS = 3)
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build_type = PROTOLATHE
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materials = list(MAT_IRON = 8000, MAT_SILVER = 2000, MAT_DIAMOND = 1000)
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materials = list(MAT_IRON = 10000, MAT_GLASS = 10000)
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category = "Weapons"
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build_path = /obj/item/weapon/gun/projectile/automatic
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build_path = /obj/item/weapon/gun/projectile/automatic/lockbox
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locked = 1
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req_lock_access = list(access_armory)
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8
html/changelogs/icantthinkofanameritenow.yml
Normal file
8
html/changelogs/icantthinkofanameritenow.yml
Normal file
@@ -0,0 +1,8 @@
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author: Icantthinkofanameritenow
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delete-after: True
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changes:
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- rscadd: Assault Rifle does slightly more damage.
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- rscdel: "Price of Assault Rifle and ammunition increased, and Assault Rifle and SMG start with empty magazines. Assault Rifle shots no longer stun people."
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