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Bugfixes and new content
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-Bugs with church weapon damage fixed.
-Artist revolvers improved, now have in-hand sprite, proper spin animation, and can have their sprite changed via spinning (explained in-game by a limited use chameleon projector)
-Artist room now has 2 lockers since their are 2 artist slots.
-Impossible calibers removed from artist revolvers as their was no realistic way to get ammo for 3 possible calibers. This may be edited later to include .70 as well, as while those are obtainable it requires guild adepts or extremely generous lonestar cargo techs.
-Lonestar cig pack sprite icon fixed.
-Glass pipes added with new sprite. All pipe types added to the smoke vendors.
-Mercenary shuttle fully operational and 3 colony landing zones.
-Merc shuttle and skipjack can now both go to the
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BigBadPossum committed Mar 16, 2021
1 parent 7c4c49d commit 322f5e9
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Showing 15 changed files with 391 additions and 295 deletions.
17 changes: 1 addition & 16 deletions code/game/machinery/autolathe/artist_bench.dm
Original file line number Diff line number Diff line change
Expand Up @@ -16,10 +16,7 @@
#define CAL_SHOTGUN "Shotgun Shell"
#define CAL_50 ".50 kurtz"
#define CAL_70 ".70"
#define CAL_CAP "plastic cap"
#define CAL_ROCKET "rocket propelled grenade"
#define CAL_GRENADE "grenade"
#define CAL_CROSSBOW "bolt"

/obj/machinery/autolathe/artist_bench
name = "artist's bench"
Expand Down Expand Up @@ -200,14 +197,12 @@
var/obj/item/weapon/gun/projectile/revolver/artwork_revolver/R = new(src)

var/gun_pattern = pickweight(list(
"pistol" = 16 + weight_robustness,
"pistol" = 16 + weight_robustness + weight_biology,
"magnum" = 8 + weight_vigilance,
"shotgun" = 8 + weight_robustness,
"rifle" = 8 + weight_vigilance,
"sniper" = 8 + max(weight_vigilance + weight_cognition),
"gyro" = 1 + weight_robustness + weight_mechanical,
"cap" = 16 + weight_biology,
"rocket" = 8 + weight_toughness,
"grenade" = 8 + weight_toughness
))

Expand Down Expand Up @@ -253,16 +248,6 @@
R.caliber = CAL_70
R.recoil_buildup = 0.1 * rand(1,20)

if("cap")
R.caliber = CAL_CAP

if("rocket")//From RPG.dm, Arbitrary values
R.caliber = CAL_ROCKET
R.fire_sound = 'sound/effects/bang.ogg'
R.bulletinsert_sound = 'sound/weapons/guns/interact/batrifle_magin.ogg'
R.one_hand_penalty = 15 + rand(-3,5)//From ak47.dm, temporary values
R.recoil_buildup = 15 + rand(-3,3)

if("grenade")
R.caliber = CAL_GRENADE
R.fire_sound = 'sound/weapons/guns/fire/grenadelauncher_fire.ogg'
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6 changes: 6 additions & 0 deletions code/game/machinery/vendor/misc_vendors.dm
Original file line number Diff line number Diff line change
Expand Up @@ -196,6 +196,9 @@
/obj/item/weapon/storage/fancy/cigarettes/fortressblue = 7,
/obj/item/weapon/storage/fancy/cigar = 2,
/obj/item/clothing/mask/vape = 5,
/obj/item/clothing/mask/smokable/pipe = 2,
/obj/item/clothing/mask/smokable/pipe/cobpipe = 2,
/obj/item/clothing/mask/smokable/pipe/glass = 2,
/obj/item/weapon/reagent_containers/glass/beaker/vial/vape/berry = 10,
/obj/item/weapon/reagent_containers/glass/beaker/vial/vape/banana = 10,
/obj/item/weapon/reagent_containers/glass/beaker/vial/vape/lemon = 10,
Expand Down Expand Up @@ -251,6 +254,9 @@
/obj/item/weapon/flame/lighter/zippo/communist = 500,
/obj/item/weapon/storage/fancy/cigar = 250,
/obj/item/clothing/mask/vape = 150,
/obj/item/clothing/mask/smokable/pipe = 75,
/obj/item/clothing/mask/smokable/pipe/cobpipe = 25,
/obj/item/clothing/mask/smokable/pipe/glass = 150,
/obj/item/weapon/storage/fancy/cigarettes/khi = 500,
/obj/item/weapon/storage/fancy/cigarettes/comred = 525)

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10 changes: 10 additions & 0 deletions code/game/objects/items/weapons/cigs_lighters.dm
Original file line number Diff line number Diff line change
Expand Up @@ -661,6 +661,16 @@ CIGARETTE PACKETS ARE IN FANCY.DM
chem_volume = 35
quality_multiplier = 1 // Not nearly as fancy as the other one

/obj/item/clothing/mask/smokable/pipe/glass
name = "glass pipe"
desc = "A glass pipe, a more technologically advanced version of the standard pipe using similar tech to the vape mask. Expensive, but one of the cleanest ways to get a smoke, just a shame it \
looks like a crack pipe. A small device on it lets it always emit smoke, even when empty."
icon_state = "glass_pipe"
item_state = "glass_pipe"
icon_on = "glass_pipe" //Note - these are in masks.dmi
icon_off = "glass_pipe"
quality_multiplier = 3 //Advanced tech offering a cleaner smoke.

////////
//VAPE//
////////
Expand Down
7 changes: 4 additions & 3 deletions code/game/objects/items/weapons/nt_melee.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
icon = 'icons/obj/nt_melee.dmi'
icon_state = "nt_shortsword"
item_state = "nt_shortsword"
force = WEAPON_FORCE_DANGEROUS * 1.25
force = WEAPON_FORCE_DANGEROUS
force_wielded = WEAPON_FORCE_ROBUST
throwforce = WEAPON_FORCE_WEAK
armor_penetration = ARMOR_PEN_DEEP
Expand All @@ -25,7 +25,7 @@
icon = 'icons/obj/nt_melee.dmi'
icon_state = "nt_shortsword"
item_state = "nt_shortsword"
force = WEAPON_FORCE_DANGEROUS * 1.25
force = WEAPON_FORCE_DANGEROUS
force_wielded = WEAPON_FORCE_ROBUST
throwforce = WEAPON_FORCE_WEAK
armor_penetration = ARMOR_PEN_DEEP
Expand All @@ -38,6 +38,7 @@
icon_state = "nt_longsword"
item_state = "nt_longsword"
force = WEAPON_FORCE_ROBUST
force_wielded = WEAPON_FORCE_BRUTAL
armor_penetration = ARMOR_PEN_EXTREME
w_class = ITEM_SIZE_BULKY
price_tag = 1200
Expand Down Expand Up @@ -132,7 +133,7 @@
icon_state = "nt_spear"
item_state = "nt_spear"
wielded_icon = "nt_spear_wielded"
force = WEAPON_FORCE_DANGEROUS * 1.2
force = WEAPON_FORCE_DANGEROUS
force_wielded = WEAPON_FORCE_ROBUST
var/tipbroken = FALSE
w_class = ITEM_SIZE_HUGE
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Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/revolver/artwork_revolver
name = "Weird Revolver"
desc = "This is an artistically-made revolver."
desc = "This is an artistically-made revolver with a limited use chameleon projector."
icon = 'icons/obj/guns/projectile/artwork_revolver.dmi'
icon_state = "artwork_revolver_1"
item_state = "artwork_revolver_1"
Expand Down Expand Up @@ -35,4 +35,21 @@

/obj/item/weapon/gun/projectile/revolver/artwork_revolver/get_item_cost(export)
. = ..()
. += rand(-1000,2500)
. += rand(-1000,2500)

/obj/item/weapon/gun/projectile/revolver/artwork_revolver/spin_cylinder()
set name = "Spin revolver"
set desc = "Fun when you're bored out of your skull. Or if you want to change your revolvers appearence."
set category = "Object"

chamber_offset = 0
visible_message(SPAN_WARNING("\The [usr] spins \the [src]!"), \
SPAN_NOTICE("You hear something metallic spin and click."))
playsound(src.loc, 'sound/weapons/revolver_spin.ogg', 100, 1)
loaded = shuffle(loaded)
if(rand(1,max_shells) > loaded.len)
chamber_offset = rand(0,max_shells - loaded.len)
icon_state = "[icon_state]_spin"
spawn(10)
var/random_icon = rand(1,5)
icon_state = "artwork_revolver_[random_icon]"
Binary file modified icons/inventory/face/icon.dmi
Binary file not shown.
Binary file modified icons/obj/guns/projectile/artwork_revolver.dmi
Binary file not shown.
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