Improvised Weapons Update: Part 1 (#12226)
* Improvised Weapons Part 1: Shotgun & Rifle Adds new sprites for ammo, the improvised rifle, the improvised shotgun. Adds a hand saw. Adds things to the crafting menu. Adds things to the autolathe menu. * PR not yet ready - just cleaning issues. Just trying to remark some of the issues resolved so I can see where I'm at a bit easier. * Reverting changes to shotgun ammo names in the autolathe. No point calling it 12G when there's no 20G anymore. * Weapon weight + sprite improvements. Makes sprites for gun parts bulkier with a low alpha pixel outline to make them easier to click on. They also look a bit closer to what their final product will be. * oops forgot the " * Revert "Merge branch 'master' into Improvised-Part-1" This reverts commit 1e43d228d1bc35b0582244ed0bd91934573b3cdd, reversing changes made to 207e9fccd4e8cffbe9ed26401a6f516fc44245dd. * Revert "Revert "Merge branch 'master' into Improvised-Part-1"" This reverts commit 22d421d010c4a4c5c5e26f49fe6bffcf6198df42. * My Github or environment isn't flipping out. no more. Derp. Also projectile damage modifier fixed. I can actually compile without hundreds of errors. * Made small weapon parts have w_class small. I was testing it out and seeing the trigger assembly take so much space in my inventory seemed really odd. * Duplicate definition refused. Hurrdurr I suck. Glad I gave this a quick look-voer. Shotgun description edited to reflect the 0.8x damage modifier. * Resolved tools.dmi merge conflict. Just took the dmi from master and put the new sprites on at the end. * DNM - Trying to see why usptream tools.dmi with my stuff added on the end is conflicting. * Please don't conflict
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-6
@@ -10,6 +10,7 @@
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id = "beanbag_slug"
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build_type = AUTOLATHE
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materials = list(/datum/material/iron = 250)
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materials = list(/datum/material/iron = 1000)
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build_path = /obj/item/ammo_casing/shotgun/beanbag
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category = list("initial", "Security")
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@@ -73,12 +74,12 @@
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build_path = /obj/item/restraints/handcuffs
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category = list("hacked", "Security")
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/datum/design/receiver
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name = "Modular Receiver"
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id = "receiver"
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build_type = AUTOLATHE | NO_PUBLIC_LATHE
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materials = list(/datum/material/iron = 15000)
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build_path = /obj/item/weaponcrafting/receiver
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/datum/design/rifle_receiver
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name = "Rifle Receiver"
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id = "rifle_receiver"
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build_type = AUTOLATHE
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materials = list(/datum/material/iron = 40000)
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build_path = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
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category = list("hacked", "Security")
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/datum/design/shotgun_slug
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@@ -113,6 +114,10 @@
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build_path = /obj/item/ammo_casing/shotgun/incendiary
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category = list("hacked", "Security")
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/////////////////
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// Bullets //
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/////////////////
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/datum/design/riot_dart
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name = "Foam Riot Dart"
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id = "riot_dart"
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+10
-1
@@ -271,4 +271,13 @@
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build_type = AUTOLATHE
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materials = list(/datum/material/iron = 5000, /datum/material/glass = 2000)
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build_path = /obj/item/vending_refill/custom
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category = list("initial", "Misc")
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category = list("initial", "Misc")
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/datum/design/trigger_assembly
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name = "Trigger Assembly"
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id = "trigger_assembly"
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build_type = AUTOLATHE
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materials = list(/datum/material/iron = 6500, /datum/material/glass = 50)
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build_path = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
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category = list("initial", "Misc")
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@@ -157,3 +157,11 @@
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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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