fixes/balaces derringer/wind-up gun

This commit is contained in:
qweq12yt
2021-03-17 15:13:35 -03:00
parent 3b5ebd1149
commit e70b03f770
3 changed files with 21 additions and 26 deletions
@@ -23,6 +23,13 @@
// just to keep consistent with the derringer being on revolver.dm
/obj/item/ammo_box/magazine/internal/cylinder/derringer
caliber = "357"
ammo_type = /obj/item/ammo_casing/a357
name = "derringer receiver"
caliber = list("38")
ammo_type = /obj/item/ammo_casing/c38/lethal // lets have it start loaded
max_ammo = 2
// lets not let it reload with speedloadrs, it makes no sense! but maybe later lets allow it?
/obj/item/ammo_box/magazine/internal/cylinder/derringer/attackby(obj/item/A, mob/user, params, silent, replace_spent)
if(istype(A, /obj/item/ammo_box/))
return
. = ..()
@@ -496,12 +496,9 @@
. += charge_bar
//////////////////////
// Derringer pistol //
//////////////////////
// the derringer is neither a pistol or revolver, but for code sanity it will be here
// two point blank shots will take them to nearly 0% if no armor, naturally suppresed, small size and doesn't show in mob sprite
// the idea is for it to not show on your sprite, be silent, but also not deal much damage
// also
/obj/item/gun/ballistic/revolver/derringer
name = "derringer pistol"
desc = "A favorite among dentists and vengeful heroes. Hides neatly inside your sleeves! Uses .357 rounds."
@@ -513,15 +510,9 @@
item_state = null
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/derringer
suppressed = TRUE
suppressed = TRUE // it needs to be good at something
w_class = WEIGHT_CLASS_SMALL
projectile_damage_multiplier =
// you can't spin a derringer!
/obj/item/gun/ballistic/revolver/derringer/do_spin()
return
// how to make it impossible to use speedloaders?
/*/obj/item/gun/ballistic/revolver/derringer/attackby(obj/item/A, mob/user, params)
. = ..()
*/
+9 -12
View File
@@ -247,7 +247,7 @@
process_fire(target, user, TRUE, params)
// wind-up laser for your hilarious antics
// part of contraband assortments
/obj/item/gun/energy/laser/windupgun
name = "wind-up rifle"
cell_type = /obj/item/stock_parts/cell/crap/empty // can't be so good right?
@@ -274,17 +274,14 @@
music_part = "sound/weapons/wind_up_3.ogg"
/obj/item/gun/energy/laser/windupgun/attack_self(mob/living/user)
if(!(cell.charge > 0))
if(cell.charge < cell.maxcharge)
to_chat(user, "<span class='notice'>You begin turning the key...</span>")
set_music_state()
playsound(user, music_part, 20, FALSE, ignore_walls = FALSE)
var/done = FALSE
if(do_after(user, 35, target = user))
cell.give(cell.maxcharge)
done = TRUE
if(done)
to_chat(user, "<span class='notice'>You fully wind up the laser gun!</span>")
if(do_after(user, 20, target = user))
set_music_state()
playsound(user, music_part, 20, FALSE, ignore_walls = FALSE)
cell.give(100) // equivalent of one shot
to_chat(user, "<span class='notice'>[src.cell.charge / 100] shot\s loaded.</span>")
else
to_chat(user, "<span class='notice'>You need to stay still while winding it!</span>")
to_chat(user, "<span class='warning'>You need to stay still to do this!</span>")
else
to_chat(user, "<span class='notice'>You must fully unload it first!</span>")
to_chat(user, "<span class='notice'>It's already fully charged!</span>")