* 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
47 lines
1.4 KiB
Plaintext
47 lines
1.4 KiB
Plaintext
/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 |