Merge pull request #4 from kappa-sama/patch-28
recipe changes and removes some more pistol/laser items
This commit is contained in:
@@ -18,39 +18,23 @@
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////////////////////////////////
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/obj/item/weaponcrafting/improvised_parts
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name = "Debug Improvised Gun Part" //Just make it a normal fucking debug item not debug hypno sissy dot shit
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name = "Debug Improvised Gun Part"
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desc = "A badly coded gun part. You should report coders if you see this."
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icon = 'icons/obj/guns/gun_parts.dmi'
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icon_state = "palette"
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// BARRELS
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/obj/item/weaponcrafting/improvised_parts/barrel_rifle
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name = "rifle barrel"
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desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of."
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icon_state = "barrel_rifle"
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/obj/item/weaponcrafting/improvised_parts/barrel_shotgun
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name = "shotgun barrel"
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desc = "A twenty bore shotgun barrel."
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icon_state = "barrel_shotgun"
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// RECEIVERS
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver
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name = "rifle receiver"
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desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially."
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desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle." // removed some text implying that the item had more uses than it does
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icon_state = "receiver_rifle"
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/weaponcrafting/improvised_parts/laser_receiver
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name = "laser reciever"
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desc = "A mixture of components haphazardly wired together to form an energy emitter."
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icon_state = "laser_assembly"
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
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name = "shotgun reciever"
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desc = "An improvised receiver to create a break-action breechloaded shotgun. Parts of this are still useful if you want to make another type of shotgun, however."
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desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does
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icon_state = "receiver_shotgun"
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w_class = WEIGHT_CLASS_SMALL
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@@ -248,10 +248,10 @@
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category = CAT_WEAPONRY
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subcategory = CAT_WEAPON
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/datum/crafting_recipe/ishotgun
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/datum/crafting_recipe/ishotgun // smaller and more versatile gun requires some better materials
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name = "Improvised Shotgun"
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result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
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reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1,
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reqs = list(/obj/item/pipe = 2, // putting a large amount of meaningless timegates by forcing people to turn base resources into upgraded resources kinda sucks
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
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/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
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@@ -262,10 +262,10 @@
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category = CAT_WEAPONRY
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subcategory = CAT_WEAPON
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/datum/crafting_recipe/irifle
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/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make
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name = "Improvised Rifle (7.62mm)"
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result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
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reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1,
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reqs = list(/obj/item/pipe = 2, // above
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
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/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
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@@ -403,45 +403,24 @@
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// PARTS CRAFTING //
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////////////////////
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// BARRELS
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/datum/crafting_recipe/rifle_barrel
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name = "Improvised Rifle Barrel"
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result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle
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reqs = list(/obj/item/pipe = 2)
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tools = list(TOOL_WELDER,TOOL_SAW)
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time = 150
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/shotgun_barrel
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name = "Improvised Shotgun Barrel"
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result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun
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reqs = list(/obj/item/pipe = 2)
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tools = list(TOOL_WELDER,TOOL_SAW)
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time = 150
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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// RECEIVERS
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/datum/crafting_recipe/rifle_receiver
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name = "Improvised Rifle Receiver"
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result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
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reqs = list(/obj/item/stack/sheet/metal = 10,
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/obj/item/stack/sheet/plasteel = 1)
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reqs = list(/obj/item/stack/sheet/metal = 15) // you can carry multiple shotguns
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 50
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time = 25
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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/datum/crafting_recipe/shotgun_receiver
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name = "Improvised Shotgun Receiver"
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result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
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reqs = list(/obj/item/stack/sheet/metal = 10,
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/obj/item/stack/sheet/plasteel = 1)
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) // Dual wielding has been removed, plasteel is a soft timesink to obtain for most to make mass production harder.
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time = 50
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reqs = list(/obj/item/stack/sheet/metal = 15,
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/obj/item/stack/sheet/plasteel = 1) // requires access or hacking since shotgun is better
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 25
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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@@ -453,6 +432,6 @@
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reqs = list(/obj/item/stack/sheet/metal = 3,
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/obj/item/assembly/igniter = 1)
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tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
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time = 150
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time = 25
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category = CAT_WEAPONRY
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subcategory = CAT_PARTS
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@@ -666,19 +666,16 @@
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 50,
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/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
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/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13,
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12,
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)
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/obj/effect/spawner/lootdrop/weapon_parts
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name = "random weapon parts spawner 25%"
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name = "random weapon parts spawner 20%"
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 75,
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/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
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loot = list("" = 80,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
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)
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@@ -240,8 +240,8 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
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new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
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)),
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null, \
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new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
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new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 20), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 20), \
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new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
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new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
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new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
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@@ -1,47 +0,0 @@
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/obj/item/hatchet/saw
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name = "handsaw"
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desc = "A very sharp handsaw, it's compact."
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icon = 'icons/obj/tools.dmi'
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icon_state = "saw"
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item_state = "sawhandle_greyscale"
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lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
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tool_behaviour = TOOL_SAW
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force = 10
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throwforce = 8
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = 5000)
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attack_verb = list("sawed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool.
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var/static/list/saw_colors = list(
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"blue" = rgb(24, 97, 213),
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"red" = rgb(255, 0, 0),
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"pink" = rgb(213, 24, 141),
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"brown" = rgb(160, 82, 18),
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"green" = rgb(14, 127, 27),
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"cyan" = rgb(24, 162, 213),
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"yellow" = rgb(255, 165, 0)
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)
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/obj/item/hatchet/saw/Initialize()
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. = ..()
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if(random_color)
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icon_state = "sawhandle_greyscale"
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var/our_color = pick(saw_colors)
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add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY)
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update_icon()
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if(prob(75))
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pixel_y = rand(-8, 8)
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/obj/item/hatchet/saw/update_overlays()
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. = ..()
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if(!random_color) //icon override
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return
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var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade")
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base_overlay.appearance_flags = RESET_COLOR
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. += base_overlay
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// END
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@@ -319,11 +319,11 @@
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised
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name = "improvised shotgun"
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desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
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desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction shows in its lesser effectiveness."
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icon_state = "ishotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
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force = 10
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slot_flags = null
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mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
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@@ -331,7 +331,6 @@
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unique_reskin = null
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projectile_damage_multiplier = 0.9
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var/slung = FALSE
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weapon_weight = WEAPON_HEAVY
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
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..()
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@@ -358,7 +357,7 @@
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You still need two hands to fire this, if you value unbroken wrists."
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desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
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icon_state = "ishotgun"
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item_state = "gun"
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w_class = WEIGHT_CLASS_NORMAL
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@@ -158,11 +158,3 @@
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materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
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build_path = /obj/item/geiger_counter
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category = list("initial", "Tools")
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/datum/design/saw
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name = "Hand Saw"
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id = "handsaw"
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build_type = AUTOLATHE
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materials = list(/datum/material/iron = 500)
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build_path = /obj/item/hatchet/saw
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category = list("initial", "Tools")
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