diff --git a/code/datums/components/crafting/guncrafting.dm b/code/datums/components/crafting/guncrafting.dm index 6f95aaa536..f73e81a680 100644 --- a/code/datums/components/crafting/guncrafting.dm +++ b/code/datums/components/crafting/guncrafting.dm @@ -18,39 +18,23 @@ //////////////////////////////// /obj/item/weaponcrafting/improvised_parts - name = "Debug Improvised Gun Part" //Just make it a normal fucking debug item not debug hypno sissy dot shit + name = "Debug Improvised Gun Part" desc = "A badly coded gun part. You should report coders if you see this." icon = 'icons/obj/guns/gun_parts.dmi' icon_state = "palette" -// BARRELS - -/obj/item/weaponcrafting/improvised_parts/barrel_rifle - name = "rifle barrel" - desc = "A pipe with a diameter just the right size to fire 7.62 rounds out of." - icon_state = "barrel_rifle" - -/obj/item/weaponcrafting/improvised_parts/barrel_shotgun - name = "shotgun barrel" - desc = "A twenty bore shotgun barrel." - icon_state = "barrel_shotgun" - // RECEIVERS /obj/item/weaponcrafting/improvised_parts/rifle_receiver name = "rifle receiver" - desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle. It's generic enough to modify to create other rifles, potentially." + 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 icon_state = "receiver_rifle" w_class = WEIGHT_CLASS_SMALL -/obj/item/weaponcrafting/improvised_parts/laser_receiver - name = "laser reciever" - desc = "A mixture of components haphazardly wired together to form an energy emitter." - icon_state = "laser_assembly" /obj/item/weaponcrafting/improvised_parts/shotgun_receiver name = "shotgun reciever" - 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." + desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does icon_state = "receiver_shotgun" w_class = WEIGHT_CLASS_SMALL diff --git a/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm b/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm index a38d78a36b..f5c9389dc8 100644 --- a/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm +++ b/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm @@ -248,10 +248,10 @@ category = CAT_WEAPONRY subcategory = CAT_WEAPON -/datum/crafting_recipe/ishotgun +/datum/crafting_recipe/ishotgun // smaller and more versatile gun requires some better materials name = "Improvised Shotgun" result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised - reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 1, + 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 /obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1, /obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1, /obj/item/weaponcrafting/improvised_parts/wooden_body = 1, @@ -262,10 +262,10 @@ category = CAT_WEAPONRY subcategory = CAT_WEAPON -/datum/crafting_recipe/irifle +/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make name = "Improvised Rifle (7.62mm)" result = /obj/item/gun/ballistic/shotgun/boltaction/improvised - reqs = list(/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 1, + reqs = list(/obj/item/pipe = 2, // above /obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1, /obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1, /obj/item/weaponcrafting/improvised_parts/wooden_body = 1, @@ -403,45 +403,24 @@ // PARTS CRAFTING // //////////////////// -// BARRELS - -/datum/crafting_recipe/rifle_barrel - name = "Improvised Rifle Barrel" - result = /obj/item/weaponcrafting/improvised_parts/barrel_rifle - reqs = list(/obj/item/pipe = 2) - tools = list(TOOL_WELDER,TOOL_SAW) - time = 150 - category = CAT_WEAPONRY - subcategory = CAT_PARTS - -/datum/crafting_recipe/shotgun_barrel - name = "Improvised Shotgun Barrel" - result = /obj/item/weaponcrafting/improvised_parts/barrel_shotgun - reqs = list(/obj/item/pipe = 2) - tools = list(TOOL_WELDER,TOOL_SAW) - time = 150 - category = CAT_WEAPONRY - subcategory = CAT_PARTS - // RECEIVERS /datum/crafting_recipe/rifle_receiver name = "Improvised Rifle Receiver" result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver - reqs = list(/obj/item/stack/sheet/metal = 10, - /obj/item/stack/sheet/plasteel = 1) + reqs = list(/obj/item/stack/sheet/metal = 15) // you can carry multiple shotguns tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) - time = 50 + time = 25 category = CAT_WEAPONRY subcategory = CAT_PARTS /datum/crafting_recipe/shotgun_receiver name = "Improvised Shotgun Receiver" result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver - reqs = list(/obj/item/stack/sheet/metal = 10, - /obj/item/stack/sheet/plasteel = 1) - 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. - time = 50 + reqs = list(/obj/item/stack/sheet/metal = 15, + /obj/item/stack/sheet/plasteel = 1) // requires access or hacking since shotgun is better + tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) + time = 25 category = CAT_WEAPONRY subcategory = CAT_PARTS @@ -453,6 +432,6 @@ reqs = list(/obj/item/stack/sheet/metal = 3, /obj/item/assembly/igniter = 1) tools = list(TOOL_SCREWDRIVER, TOOL_WELDER) - time = 150 + time = 25 category = CAT_WEAPONRY subcategory = CAT_PARTS diff --git a/code/game/objects/effects/spawners/lootdrop.dm b/code/game/objects/effects/spawners/lootdrop.dm index 86bcc107e9..44164ed86c 100644 --- a/code/game/objects/effects/spawners/lootdrop.dm +++ b/code/game/objects/effects/spawners/lootdrop.dm @@ -666,19 +666,16 @@ lootcount = 1 spawn_on_turf = FALSE loot = list("" = 50, - /obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10, - /obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5, - /obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10, - /obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3, - /obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10, + /obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13, + /obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13, + /obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12, ) /obj/effect/spawner/lootdrop/weapon_parts - name = "random weapon parts spawner 25%" + name = "random weapon parts spawner 20%" lootcount = 1 spawn_on_turf = FALSE - loot = list("" = 75, - /obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5, + loot = list("" = 80, /obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5, /obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5, ) diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 705cbae8b0..4b1c3674f4 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -240,8 +240,8 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\ )), null, \ - new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \ - new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \ + new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 20), \ + new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 20), \ new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \ new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \ new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \ diff --git a/code/game/objects/items/tools/saw.dm b/code/game/objects/items/tools/saw.dm deleted file mode 100644 index aab59c00be..0000000000 --- a/code/game/objects/items/tools/saw.dm +++ /dev/null @@ -1,47 +0,0 @@ -/obj/item/hatchet/saw - name = "handsaw" - desc = "A very sharp handsaw, it's compact." - icon = 'icons/obj/tools.dmi' - icon_state = "saw" - item_state = "sawhandle_greyscale" - lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi' - righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi' - tool_behaviour = TOOL_SAW - force = 10 - throwforce = 8 - throw_speed = 3 - throw_range = 5 - custom_materials = list(/datum/material/iron = 5000) - attack_verb = list("sawed", "sliced", "cut") - hitsound = 'sound/weapons/bladeslice.ogg' - sharpness = IS_SHARP - var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool. - var/static/list/saw_colors = list( - "blue" = rgb(24, 97, 213), - "red" = rgb(255, 0, 0), - "pink" = rgb(213, 24, 141), - "brown" = rgb(160, 82, 18), - "green" = rgb(14, 127, 27), - "cyan" = rgb(24, 162, 213), - "yellow" = rgb(255, 165, 0) - ) - -/obj/item/hatchet/saw/Initialize() - . = ..() - if(random_color) - icon_state = "sawhandle_greyscale" - var/our_color = pick(saw_colors) - add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY) - update_icon() - if(prob(75)) - pixel_y = rand(-8, 8) - -/obj/item/hatchet/saw/update_overlays() - . = ..() - if(!random_color) //icon override - return - var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade") - base_overlay.appearance_flags = RESET_COLOR - . += base_overlay - -// END \ No newline at end of file diff --git a/code/modules/projectiles/guns/ballistic/revolver.dm b/code/modules/projectiles/guns/ballistic/revolver.dm index f34dbc6abc..06b66ed73e 100644 --- a/code/modules/projectiles/guns/ballistic/revolver.dm +++ b/code/modules/projectiles/guns/ballistic/revolver.dm @@ -319,11 +319,11 @@ /obj/item/gun/ballistic/revolver/doublebarrel/improvised name = "improvised shotgun" - desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun." + desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction shows in its lesser effectiveness." icon_state = "ishotgun" item_state = "shotgun" w_class = WEIGHT_CLASS_BULKY - weapon_weight = WEAPON_MEDIUM + weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands force = 10 slot_flags = null mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised @@ -331,7 +331,6 @@ unique_reskin = null projectile_damage_multiplier = 0.9 var/slung = FALSE - weapon_weight = WEAPON_HEAVY /obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params) ..() @@ -358,7 +357,7 @@ /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn name = "sawn-off improvised shotgun" - 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." + 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." icon_state = "ishotgun" item_state = "gun" w_class = WEIGHT_CLASS_NORMAL diff --git a/code/modules/research/designs/autolathe_desings/autolathe_designs_tools.dm b/code/modules/research/designs/autolathe_desings/autolathe_designs_tools.dm index 1bb18482f3..bebf836ce0 100644 --- a/code/modules/research/designs/autolathe_desings/autolathe_designs_tools.dm +++ b/code/modules/research/designs/autolathe_desings/autolathe_designs_tools.dm @@ -158,11 +158,3 @@ materials = list(/datum/material/iron = 150, /datum/material/glass = 150) build_path = /obj/item/geiger_counter category = list("initial", "Tools") - -/datum/design/saw - name = "Hand Saw" - id = "handsaw" - build_type = AUTOLATHE - materials = list(/datum/material/iron = 500) - build_path = /obj/item/hatchet/saw - category = list("initial", "Tools")