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 11174f636c5..3fcc6d158c5 100644 --- a/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm +++ b/code/datums/components/crafting/recipes/recipes_weapon_and_ammo.dm @@ -133,7 +133,7 @@ /datum/crafting_recipe/ecrecharge name = "Small Energy Cell (recycle)" - result = /obj/item/stock_parts/cell/ammo/ec + result = /obj/item/stock_parts/cell/ammo/ec/recycled reqs = list(/obj/item/stock_parts/cell/ammo/ec=2) tools = list(TOOL_WORKBENCH) time = 10 @@ -167,7 +167,7 @@ /datum/crafting_recipe/mfcrecharge name = "Microfusion Cell (recycle)" - result = /obj/item/stock_parts/cell/ammo/mfc + result = /obj/item/stock_parts/cell/ammo/mfc/recycled reqs = list(/obj/item/stock_parts/cell/ammo/mfc=2) tools = list(TOOL_WORKBENCH) time = 10 @@ -201,7 +201,7 @@ /datum/crafting_recipe/ecprecharge name = "Electron Charge Pack (recycle)" - result = /obj/item/stock_parts/cell/ammo/ecp + result = /obj/item/stock_parts/cell/ammo/ecp/recycled reqs = list(/obj/item/stock_parts/cell/ammo/ecp=2) tools = list(TOOL_WORKBENCH) time = 10 diff --git a/code/modules/mob/living/simple_animal/hostile/f13/Securitron.dm b/code/modules/mob/living/simple_animal/hostile/f13/Securitron.dm index eaf16584c49..b17dbfa8140 100644 --- a/code/modules/mob/living/simple_animal/hostile/f13/Securitron.dm +++ b/code/modules/mob/living/simple_animal/hostile/f13/Securitron.dm @@ -12,7 +12,7 @@ icon_living = "securitron" icon_dead = "securitron_dead" mob_armor = ARMOR_VALUE_ROBOT_SECURITY - maxHealth = 100 + maxHealth = 100 health = 100 stamcrit_threshold = SIMPLEMOB_NO_STAMCRIT emp_flags = list( @@ -38,7 +38,7 @@ retreat_distance = 2 //how far they pull back - + minimum_distance = 5 // how close you can get before they try to pull back @@ -128,7 +128,7 @@ icon_living = "sentrybot" icon_dead = "sentrybot_dead" mob_armor = ARMOR_VALUE_ROBOT_SECURITY - maxHealth = 150 + maxHealth = 150 health = 150 del_on_death = FALSE melee_damage_lower = 24 @@ -167,7 +167,7 @@ loot = list( /obj/effect/decal/cleanable/robot_debris, /obj/item/stack/crafting/electronicparts/five, - /obj/item/stock_parts/cell/ammo/mfc + /obj/item/stock_parts/cell/ammo/mfc/recycled ) projectile_sound_properties = list( SP_VARY(FALSE), diff --git a/code/modules/mob/living/simple_animal/hostile/f13/wastebots.dm b/code/modules/mob/living/simple_animal/hostile/f13/wastebots.dm index d19246826a0..e9666c413f0 100644 --- a/code/modules/mob/living/simple_animal/hostile/f13/wastebots.dm +++ b/code/modules/mob/living/simple_animal/hostile/f13/wastebots.dm @@ -129,7 +129,7 @@ loot = list( /obj/effect/decal/cleanable/robot_debris, /obj/item/stack/crafting/electronicparts/three, - /obj/item/stock_parts/cell/ammo/mfc + /obj/item/stock_parts/cell/ammo/mfc/recycled ) pop_required_to_jump_into = BIG_MOB_MIN_PLAYERS @@ -216,7 +216,7 @@ loot = list( /obj/effect/decal/cleanable/robot_debris, /obj/item/stack/crafting/electronicparts/three, - /obj/item/stock_parts/cell/ammo/mfc + /obj/item/stock_parts/cell/ammo/ecp/recycled ) emote_taunt_sound = null emote_taunt = list("levels its laser") @@ -268,7 +268,7 @@ loot = list( /obj/effect/decal/cleanable/robot_debris, /obj/item/stack/crafting/electronicparts/three, - /obj/item/stock_parts/cell/ammo/mfc + /obj/item/stock_parts/cell/ammo/mfc/recycled ) emote_taunt_sound = null emote_taunt = list("levels its laser") @@ -358,7 +358,7 @@ "Please assume the position.", "Protect and serve.", "Antisocial behavior detected.", - "Criminal behavior willbe punished.", + "Criminal behavior will be punished.", "Please step into the open and identify yourself, law abiding citizens have nothing to fear." ) emote_taunt_sound = list( @@ -499,7 +499,7 @@ loot = list( /obj/effect/decal/cleanable/robot_debris, /obj/item/stack/crafting/electronicparts/three, - /obj/item/stock_parts/cell/ammo/mfc + /obj/item/stock_parts/cell/ammo/mfc/recycled ) emote_taunt_sound = FALSE diff --git a/code/modules/power/cell.dm b/code/modules/power/cell.dm index b06c8491f4e..2ce9602429d 100644 --- a/code/modules/power/cell.dm +++ b/code/modules/power/cell.dm @@ -456,7 +456,7 @@ name = "ammo cell" desc = "You shouldn't be holding this." cancharge = 1 - w_class = WEIGHT_CLASS_TINY + w_class = WEIGHT_CLASS_SMALL /obj/item/stock_parts/cell/ammo/update_icon() if(charge > 1) @@ -466,13 +466,12 @@ . = ..() // Microfusion cell - large energy weapons -/obj/item/stock_parts/cell/ammo/mfc +/obj/item/stock_parts/cell/ammo/mfc // T3 cell name = "microfusion cell" desc = "A microfusion cell, typically used as ammunition for large energy weapons." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "mfc-full" - maxcharge = 2000 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 30000 /obj/item/stock_parts/cell/ammo/mfc/update_icon() if(charge >= (maxcharge*0.65)) @@ -486,11 +485,10 @@ // Enhanced Microfusion cell - large energy weapons /obj/item/stock_parts/cell/ammo/mfc/large name = "enhanced microfusion cell" - desc = "A microfusion cell, typically used as ammunition for large energy weapons. This one has been modified to hold double the normal charge." + desc = "A microfusion cell, typically used as ammunition for large energy weapons. This one has been modified to hold fifty percent more charge." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "mfc-full" - maxcharge = 3000 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 45000 // Crafted Microfusion cell - large energy weapons /obj/item/stock_parts/cell/ammo/mfc/bad @@ -498,23 +496,22 @@ desc = "A microfusion cell, typically used as ammunition for large energy weapons. This one looks a little dubious though." icon = 'icons/fallout/objects/powercells.dmi' //TODO: give these bad icons icon_state = "mfc-full" - maxcharge = 1000 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 22500 /obj/item/stock_parts/cell/ammo/ultracite name = "ultracite cell" desc = "An advanced ultracite cell, used as ammunition for special energy weapons." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ultracite" - maxcharge = 2000 + maxcharge = 40000 // Energy cell - small energy weapons -/obj/item/stock_parts/cell/ammo/ec +/obj/item/stock_parts/cell/ammo/ec // T1 cell name = "energy cell" desc = "An energy cell, typically used as ammunition for small-arms energy weapons." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ec-full" - maxcharge = 1500 + maxcharge = 10000 /obj/item/stock_parts/cell/ammo/ec/update_icon() if(charge >= maxcharge * 0.75) @@ -530,10 +527,10 @@ // Enhanced energy cell - small energy weapons /obj/item/stock_parts/cell/ammo/ec/large name = "enhanced energy cell" - desc = "An energy cell, typically used as ammunition for small-arms energy weapons. This one has been modified to hold far more energy." + desc = "An energy cell, typically used as ammunition for small-arms energy weapons. This one has been modified to hold far more energy. Is this even safe?" icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ec-full" - maxcharge = 2250 + maxcharge = 15000 // Crafted Energy cell - small energy weapons /obj/item/stock_parts/cell/ammo/ec/bad @@ -541,7 +538,7 @@ desc = "An energy cell, typically used as ammunition for small-arms energy weapons. This one looks a little suspect though." icon = 'icons/fallout/objects/powercells.dmi' //TODO: Give these a new icon icon_state = "ec-full" - maxcharge = 750 + maxcharge = 7500 // Microfusion breeder? Okay, sure. /obj/item/stock_parts/cell/ammo/breeder @@ -549,23 +546,22 @@ desc = "A miniature microfusion reactor connected to capacitor banks. This is not a removable part, you messed up." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ec-full" - maxcharge = 2000 + maxcharge = 30000 // Microfusion breeder? Okay, sure. /obj/item/stock_parts/cell/ammo/breeder/xal name = "S.I.D.A. breeder" - maxcharge = 1100 + maxcharge = 16500 // Electron charge pack - rapid fire energy -/obj/item/stock_parts/cell/ammo/ecp +/obj/item/stock_parts/cell/ammo/ecp // T2 cell name = "electron charge pack" desc = "An electron charge pack, typically used as ammunition for rapidly-firing energy weapons." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ecp-full" - maxcharge = 2400 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 20000 /obj/item/stock_parts/cell/ammo/ecp/update_icon() if(charge >= maxcharge*0.65) @@ -582,8 +578,7 @@ desc = "An electron charge pack, typically used as ammunition for rapidly-firing energy weapons. This one has been modified to hold far more energy." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "ecp-full" - maxcharge = 3600 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 30000 // Crafted Electron charge pack - bad rapid fire energy /obj/item/stock_parts/cell/ammo/ecp/bad @@ -591,15 +586,30 @@ desc = "An electron charge pack, typically used as ammunition for rapidly-firing energy weapons. This one looks slightly off, somehow." icon = 'icons/fallout/objects/powercells.dmi' //TODO: Give a shitty icon icon_state = "ecp-full" - maxcharge = 1200 - w_class = WEIGHT_CLASS_SMALL + maxcharge = 15000 // Alien power cell -/obj/item/stock_parts/cell/ammo/alien +/obj/item/stock_parts/cell/ammo/alien // T5? name = "alien weapon cell" desc = "A weapon cell that glows and thrums with unearthly energies. You're not sure you'd be able to recharge it, but it seems very powerful." icon = 'icons/fallout/objects/powercells.dmi' icon_state = "aliencell" ratingdesc = FALSE - maxcharge = 4000 + maxcharge = 50000 + cancharge = 0 + +// Recycled Cells - Robot loot and recycle craft; same power as normal cells, just one and done. +/obj/item/stock_parts/cell/ammo/mfc/recycled + name = "worn out microfusion cell" + desc = "A microfusion cell, typically used as ammunition for large energy weapons. This one has seen too much use and can't be recharged." + cancharge = 0 + +/obj/item/stock_parts/cell/ammo/ec/recycled + name = "worn out energy cell" + desc = "An energy cell, typically used as ammunition for small-arms energy weapons. This one has seen too much use and can't be recharged." + cancharge = 0 + +/obj/item/stock_parts/cell/ammo/ecp/recycled + name = "worn out electron charge pack" + desc = "An electron charge pack, typically used as ammunition for rapidly-firing energy weapons. This one has seen too much use and can't be recharged." cancharge = 0 diff --git a/code/modules/projectiles/ammunition/energy/laser.dm b/code/modules/projectiles/ammunition/energy/laser.dm index 21651ce4e12..99abd3fd28b 100644 --- a/code/modules/projectiles/ammunition/energy/laser.dm +++ b/code/modules/projectiles/ammunition/energy/laser.dm @@ -89,14 +89,16 @@ ---Fallout 13--- */ -/* here are the ammo sizes since nobody ever wrote these down -electron chargepack = 2500, this is currently only used in the RCW Changed by ZNA because multiple of 2's is ass for math. It'll calm down the weird ass decimals. -mfc = 2000 -ec = 1500 Changed by ZNA because multiple of 2's is ass for math. It'll calm down the weird ass decimals. +/* KELP NOTES +10000 energy = small energy cell +20000 energy = electron charge pack +30000 energy = micro fusion cell +40000 energy = ultracite cell +50000 energy = alien cell -each one goes up by 4,000 power. why? nobody fucking knows lmao +Projectile weapons should be stronger than hitscan weapons, either through damage or shot efficiency. -also: most hitscan weapons have more charge than their normal projectile counterparts, since the actual projectiles are lower in damage and AP. this is to represent spammability. +Avoid decimals when possible when it comes to e_cost! */ /obj/item/ammo_casing/energy/laser/scatter/tribeam @@ -104,7 +106,7 @@ also: most hitscan weapons have more charge than their normal projectile counter pellets = 3 variance = 14 select_name = "scatter" - e_cost = 180 //11 shots + e_cost = 2500 // 12 shots fire_sound = 'sound/f13weapons/tribeamfire.ogg' /obj/item/ammo_casing/energy/laser/scatter/tribeam/hitscan @@ -112,14 +114,14 @@ also: most hitscan weapons have more charge than their normal projectile counter pellets = 3 variance = 38 select_name = "tribeam" - e_cost = 200 //10 shots + e_cost = 3000 // 10 shots /obj/item/ammo_casing/energy/laser/scatter/tribeam/laserbuss projectile_type = /obj/item/projectile/beam/laser/tribeam/laserbuss pellets = 8 variance = 14 select_name = "scatter" - e_cost = 187.5 //8 shots + e_cost = 3750 // 8 shots fire_sound = 'sound/f13weapons/tribeamfire.ogg' /obj/item/ammo_casing/energy/laser/scatter/tribeam/laserbuss/hitscan @@ -127,29 +129,29 @@ also: most hitscan weapons have more charge than their normal projectile counter pellets = 8 variance = 50 select_name = "tribeam" - e_cost = 750 //2 shots + e_cost = 15000 //2 shots /obj/item/ammo_casing/energy/laser/scatter/tribeam/hitscan/nonlethal projectile_type = /obj/item/projectile/beam/laser/pistol/hitscan/stun pellets = 3 variance = 38 select_name = "tribeam" - e_cost = 100 //20 shots + e_cost = 1500 //20 shots harmful = FALSE /obj/item/ammo_casing/energy/laser/pistol projectile_type = /obj/item/projectile/beam/laser/pistol - e_cost = 80 //20 shots + e_cost = 500 // 20 shots fire_sound = 'sound/f13weapons/aep7fire.ogg' /obj/item/ammo_casing/energy/laser/pistol/hitscan //25 damage per, with 0 near 0 AP-4 shot crit on unarmored target, significantly less useful against armored projectile_type = /obj/item/projectile/beam/laser/pistol/hitscan - e_cost = 50 //30 shots, as per FNV + e_cost = 400 // 25 shots damage_threshold_penetration = 4 // Doesn't pierce as much armor or hit as hard, but has more ammo capacity than the 1k /obj/item/ammo_casing/energy/laser/pistol/hitscan/worn //25 damage per, with 0 near 0 AP-4 shot crit on unarmored target, significantly less useful against armored projectile_type = /obj/item/projectile/beam/laser/pistol/hitscan - e_cost = 80 //20 shots, to make it a little more on par to wattz 1k + e_cost = 500 //20 shots, to make it a little more on par to wattz 1k damage_threshold_penetration = 4 // Doesn't pierce as much armor or hit as hard, but has more ammo capacity than the 1k /obj/item/ammo_casing/energy/laser/pistol/hitscan/debug_10_damage_0_dt_pierce @@ -174,32 +176,32 @@ also: most hitscan weapons have more charge than their normal projectile counter /obj/item/ammo_casing/energy/laser/ultra_pistol projectile_type = /obj/item/projectile/beam/laser/ultra_pistol - e_cost = 75 //20 shots + e_cost = 500 // 20 shots, apparently it's a SEC despite the name? fire_sound = 'sound/f13weapons/aep7fire.ogg' /obj/item/ammo_casing/energy/laser/ultra_rifle projectile_type = /obj/item/projectile/beam/laser/ultra_rifle - e_cost = 80 //20 shots + e_cost = 2000 //20 shots fire_sound = 'sound/f13weapons/aep7fire.ogg' /obj/item/ammo_casing/energy/laser/pistol/recharger/hitscan projectile_type = /obj/item/projectile/beam/laser/recharger/hitscan - e_cost = 75 //20 shots + e_cost = 1500 // 20 shots fire_sound = 'sound/f13weapons/RechargerFire.ogg' /obj/item/ammo_casing/energy/laser/stun //compliance regulator projectile_type = /obj/item/projectile/beam/laser/pistol/hitscan/stun - e_cost = 100 + e_cost = 625 // 16 shots harmful = FALSE /obj/item/ammo_casing/energy/laser/pistol/retro //this gun prolly sucks for now. will see projectile_type = /obj/item/projectile/beam/laser/pistol/retro - e_cost = 300 //revolver style, 5 shots. can't ask for much more with a holdout gun + e_cost = 1250 // holdout laser, 8 shots fire_sound = 'sound/weapons/laser.ogg' /obj/item/ammo_casing/energy/laser/pistol/wattz projectile_type = /obj/item/projectile/beam/laser/pistol/wattz - e_cost = 100 //15 shots Civilian gun hits harder but has less charge. + e_cost = 625 // 16 shots Civilian gun hits harder but has less charge. fire_sound = 'sound/f13weapons/WattzPistolFire.ogg' /obj/item/ammo_casing/energy/laser/pistol/wattz/magneto @@ -209,100 +211,100 @@ also: most hitscan weapons have more charge than their normal projectile counter /obj/item/ammo_casing/energy/laser/pistol/wattz/hitscan projectile_type = /obj/item/projectile/beam/laser/pistol/wattz/hitscan - e_cost = 100 //15 Shots. More than enough to kill anything that moves. The wattz 1k isn't even in FNV. + e_cost = 625 // 16 Shots. More than enough to kill anything that moves. The wattz 1k isn't even in FNV. damage_threshold_penetration = 3 // Better against lightly armored targets. /obj/item/ammo_casing/energy/laser/pistol/wattz/magneto/hitscan projectile_type = /obj/item/projectile/beam/laser/pistol/wattz/magneto/hitscan - e_cost = 100 //10 Shots. That extra Armor pen has to come out of somewhere. + e_cost = 1000 // 10 Shots. That extra Armor pen has to come out of somewhere. /obj/item/ammo_casing/energy/laser/pistol/wattzs projectile_type = /obj/item/projectile/beam/laser/pistol/wattzs - e_cost = 37.5 //40 shots + e_cost = 250 // 40 shots fire_sound = 'sound/f13weapons/WattzPistolFire.ogg' /obj/item/ammo_casing/energy/laser/pistol/wattzs/hitscan projectile_type = /obj/item/projectile/beam/laser/pistol/wattzs/hitscan - e_cost = 37.5 //40 Shots + e_cost = 250 // 40 Shots damage_threshold_penetration = 4 // Better against slightly more armored targets /obj/item/ammo_casing/energy/laser/lasgun projectile_type = /obj/item/projectile/beam/laser/lasgun - e_cost = 80 //25 shots + e_cost = 1500 // 20 shots fire_sound = 'sound/f13weapons/aer9fire.ogg' /obj/item/ammo_casing/energy/laser/lasgun/hitscan projectile_type = /obj/item/projectile/beam/laser/lasgun/hitscan - e_cost = 80 //25 shots, as per FNV + e_cost = 1500 // 20; lore-accurate 25 shots is just a touch too good for a T1.5 / T2 gun /obj/item/ammo_casing/energy/laser/lasgun/hitscan/focused projectile_type = /obj/item/projectile/beam/laser/lasgun/hitscan/focused - e_cost = 100 + e_cost = 1500 // 20 shots, 2rnd burst /obj/item/ammo_casing/energy/laser/AK470M projectile_type = /obj/item/projectile/beam/laser/pistol/AK470M - e_cost = 66.66 //30 shots roughly. + e_cost = 300 // 30 shots roughly. fire_sound = 'sound/f13weapons/WattzRifleFire.ogg' /obj/item/ammo_casing/energy/laser/solar projectile_type = /obj/item/projectile/beam/laser/solar - e_cost = 30 //basically infinite shots + e_cost = 1875 // same as the hitscan, though this is unused fire_sound = 'sound/f13weapons/laser_pistol.ogg' /obj/item/ammo_casing/energy/laser/solar/hitscan projectile_type = /obj/item/projectile/beam/laser/solar/hitscan - e_cost = 125 //16 shots, self charges. selfchargng adds 100 each time it fires off, so 2 ticks per laser recharge. + e_cost = 1875 // 16 shots, the gun self charges over 30 seconds /obj/item/ammo_casing/energy/laser/pistol/badlands projectile_type = /obj/item/projectile/beam/laser/pistol/badlands pellets = 2 variance = 20 - e_cost = 100 //15 shots + e_cost = 625 // 16 shots fire_sound = 'sound/f13weapons/laser_pistol.ogg' /obj/item/ammo_casing/energy/laser/pistol/badlands/hitscan projectile_type = /obj/item/projectile/beam/laser/pistol/badlands/hitscan - e_cost = 50 + e_cost = 625 /obj/item/ammo_casing/energy/laser/pistol/badlands/worn projectile_type = /obj/item/projectile/beam/laser/pistol/badlands/worn pellets = 2 variance = 20 - e_cost = 150 //10 shots + e_cost = 1000 //10 shots fire_sound = 'sound/f13weapons/laser_pistol.ogg' /obj/item/ammo_casing/energy/laser/pistol/badlands/worn/hitscan projectile_type = /obj/item/projectile/beam/laser/pistol/badlands/worn/hitscan - e_cost = 50 + e_cost = 1000 /obj/item/ammo_casing/energy/laser/pistol/freeblade projectile_type = /obj/item/projectile/beam/laser/pistol/freeblade pellets = 3 variance = 35 - e_cost = 250 //6 shots + e_cost = 5000 //6 shots fire_sound = 'sound/f13weapons/laser_pistol.ogg' /obj/item/ammo_casing/energy/laser/rcw projectile_type = /obj/item/projectile/beam/laser/rcw - e_cost = 100 //11 shots + e_cost = 1000 // 20 shots fire_sound = 'sound/f13weapons/rcwfire.ogg' /obj/item/ammo_casing/energy/laser/stunrcw projectile_type = /obj/item/projectile/beam/disabler - e_cost = 50 //24 shots + e_cost = 800 // 25 shots harmful = FALSE /obj/item/ammo_casing/energy/laser/rcw/hitscan projectile_type = /obj/item/projectile/beam/laser/rcw/hitscan - e_cost = 50 //it's actually 24 shots now, as it fires in a burst of 2 + e_cost = 400 // 50 shots, just like an actual drum Thompson /obj/item/ammo_casing/energy/laser/gatling/hitscan projectile_type = /obj/item/projectile/beam/laser/gatling/hitscan - e_cost = 10 //it's actually 240 shots now, as it fires in a burst of 5 + e_cost = 100 // 200 shots, because fuck you, fuck the wall behind you, fuck the 10 guys around you, and fuck your index finger. /obj/item/ammo_casing/energy/laser/laer projectile_type = /obj/item/projectile/beam/laser/laer - e_cost = 125 //16 shots + e_cost = 1875 //16 shots fire_sound = 'sound/f13weapons/laerfire.ogg' /obj/item/ammo_casing/energy/laser/laer/hitscan @@ -310,42 +312,42 @@ also: most hitscan weapons have more charge than their normal projectile counter /obj/item/ammo_casing/energy/laser/aer14 projectile_type = /obj/item/projectile/beam/laser/aer14 - e_cost = 80 //25 shots + e_cost = 1200 // 25 shots fire_sound = 'sound/f13weapons/aer14fire.ogg' /obj/item/ammo_casing/energy/laser/aer14/hitscan projectile_type = /obj/item/projectile/beam/laser/aer14/hitscan - e_cost = 100 //20 shots + e_cost = 1200 // 25 shots /obj/item/ammo_casing/energy/laser/aer12 projectile_type = /obj/item/projectile/beam/laser/aer12 - e_cost = 100 //20 shots + e_cost = 1500 // 20 shots fire_sound = 'sound/f13weapons/aer9fire.ogg' /obj/item/ammo_casing/energy/laser/aer12/hitscan projectile_type = /obj/item/projectile/beam/laser/aer12/hitscan - e_cost = 80 //25 shots + e_cost = 1500 // 20 shots fire_sound = 'sound/f13weapons/aer9fire.ogg' damage_threshold_penetration = 6 //Upgraded gun lets more damage through than a typical rifle. /obj/item/ammo_casing/energy/gammagun projectile_type = /obj/item/projectile/beam/gamma - e_cost = 75 + e_cost = 400 // 25 shots fire_sound = 'sound/weapons/laser3.ogg' /obj/item/ammo_casing/energy/wattz2k projectile_type = /obj/item/projectile/beam/laser/wattz2k - e_cost = 125 + e_cost = 2000 // 15 shots; AER has 20 fire_sound = 'sound/f13weapons/WattzRifleFire.ogg' /obj/item/ammo_casing/energy/wattz2k/hitscan projectile_type = /obj/item/projectile/beam/laser/wattz2k/hitscan - e_cost = 160 //12.5 shots, yes there'll be some charge left over. Intentional. + e_cost = 2500 // 12 shots; AER has 20 damage_threshold_penetration = 7 //You're a sniper laser, act like it. /obj/item/ammo_casing/energy/wattz2k/extended projectile_type = /obj/item/projectile/beam/laser/wattz2k - e_cost = 80 //25 + e_cost = 1875 // 16 shots /obj/item/ammo_casing/energy/wattz2k/extended/hitscan projectile_type = /obj/item/projectile/beam/laser/wattz2k/hitscan/weak @@ -353,12 +355,12 @@ also: most hitscan weapons have more charge than their normal projectile counter /obj/item/ammo_casing/energy/wattz2ks projectile_type = /obj/item/projectile/beam/laser/wattz2ks - e_cost = 125 + e_cost = 1600 // 25 shots fire_sound = 'sound/f13weapons/WattzRifleFire.ogg' /obj/item/ammo_casing/energy/wattz2ks/hitscan projectile_type = /obj/item/projectile/beam/laser/wattz2ks/hitscan - e_cost = 160 //12.5 shots, yes there'll be some charge left over. Intentional. + e_cost = 1600 // 25 shots damage_threshold_penetration = 7 //You're a sniper laser, act like it. //musket @@ -372,20 +374,20 @@ also: most hitscan weapons have more charge than their normal projectile counter /obj/item/ammo_casing/energy/laser/autolaser projectile_type = /obj/item/projectile/beam/laser/rcw/hitscan/autolaser - e_cost = 30 // 80 shots + e_cost = 333 // 60 shots. Ish. /obj/item/ammo_casing/energy/laser/autolaser/twinshot projectile_type = /obj/item/projectile/beam/laser/rcw/hitscan/autolaser/twinshot - e_cost = 40 // 60 shots + e_cost = 400 // 50 shots /obj/item/ammo_casing/energy/laser/autolaser/worn projectile_type = /obj/item/projectile/beam/laser/rcw/hitscan/autolaser/worn - e_cost = 40 // 60 shots + e_cost = 333 // 60 shots /obj/item/ammo_casing/energy/laser/autolaser/shock projectile_type = /obj/item/projectile/energy/teslacannon/oasis fire_sound = 'sound/weapons/taser.ogg' - e_cost = 25 // 96 shots + e_cost = 400 // 50 shots // BETA // Obsolete /obj/item/ammo_casing/energy/laser/pistol/lasertest diff --git a/code/modules/projectiles/ammunition/energy/plasma.dm b/code/modules/projectiles/ammunition/energy/plasma.dm index b7f85a287bb..1390e86d6ef 100644 --- a/code/modules/projectiles/ammunition/energy/plasma.dm +++ b/code/modules/projectiles/ammunition/energy/plasma.dm @@ -1,8 +1,16 @@ +/* KELP NOTES +10000 energy = small energy cell +20000 energy = electron charge pack +30000 energy = micro fusion cell +40000 energy = ultracite cell +50000 energy = alien cell +*/ + /obj/item/ammo_casing/energy/plasma projectile_type = /obj/item/projectile/f13plasma select_name = "plasma burst" fire_sound = 'sound/f13weapons/plasma_rifle.ogg' - e_cost = 100 + e_cost = 2500 // 12 shots /obj/item/ammo_casing/energy/miningplasma projectile_type = /obj/item/projectile/plasma @@ -21,14 +29,14 @@ /obj/item/ammo_casing/energy/plasma/bouncy projectile_type = /obj/item/projectile/energy/nuclear_particle/plasmabounce - e_cost = 200 + e_cost = 1000 /obj/item/ammo_casing/energy/plasmacarbine projectile_type = /obj/item/projectile/plasmacarbine select_name = "plasma burst" icon_state = "neurotoxin" fire_sound = 'sound/f13weapons/plasma_rifle.ogg' - e_cost = 160//12 + e_cost = 1500 // 20 shots /obj/item/ammo_casing/energy/plasma/scatter projectile_type = /obj/item/projectile/f13plasma/scatter @@ -36,59 +44,59 @@ variance = 14 select_name = "scatter" fire_sound = 'sound/f13weapons/multiplas_rifle.ogg' - e_cost = 200 //10 shots + e_cost = 3000 // 10 shots /obj/item/ammo_casing/energy/plasma/pistol projectile_type = /obj/item/projectile/f13plasma/pistol fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 200 //8 shots + e_cost = 1000 // 10 shots /obj/item/ammo_casing/energy/plasma/pistol/eve projectile_type = /obj/item/projectile/f13plasma/pistol/eve fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 250 //6 shots + e_cost = 1000 // 10 shots /obj/item/ammo_casing/energy/plasma/pistol/eve/worn projectile_type = /obj/item/projectile/f13plasma/pistol/eve/worn fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 375 //4 shots + e_cost = 1250 // 8 shots /obj/item/ammo_casing/energy/plasma/pistol/adam projectile_type = /obj/item/projectile/f13plasma/pistol/adam fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 250 //6 shots + e_cost = 1250 // 8 shots /obj/item/ammo_casing/energy/plasma/pistol/worn projectile_type = /obj/item/projectile/f13plasma/pistol/worn - e_cost = 200 //8 shots + e_cost = 1000 // 10 shots /obj/item/ammo_casing/energy/plasma/pistol/glock projectile_type = /obj/item/projectile/f13plasma/pistol/glock fire_sound = 'sound/f13weapons/Glock86Fire.ogg' - e_cost = 160 //10 shots + e_cost = 625 // 16 shots /obj/item/ammo_casing/energy/plasma/pistol/glock/extended - e_cost = 80 //20 shots + e_cost = 500 // 20 shots /obj/item/ammo_casing/energy/plasma/pistol/alien projectile_type = /obj/item/projectile/f13plasma/pistol/alien select_name = "alien projectile" icon_state = "ion" fire_sound = 'sound/f13weapons/AlienBlasterFire.ogg' - e_cost = 1000 //four shots and you're out. use them wisely. + e_cost = 12500 //four shots and you're out. use them wisely. /obj/item/ammo_casing/energy/plasma/pistol/eve/caster projectile_type = /obj/item/projectile/f13plasma/pistol/eve/worn fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 80 //should be 5 shots of a stream of 5. + e_cost = 2500 //should be 5 shots of a stream of 5. /obj/item/ammo_casing/energy/plasma/pistol/caster projectile_type = /obj/item/projectile/f13plasma/pistol fire_sound = 'sound/f13weapons/plasma_pistol.ogg' - e_cost = 40 //should be double of the eve caster + e_cost = 1250 //should be double of the eve caster /obj/item/ammo_casing/energy/plasma/miner projectile_type = /obj/item/projectile/f13plasma/repeater/mining select_name = "mining plasma stream" fire_sound = 'sound/f13weapons/plasma_rifle.ogg' - e_cost = 2.4 //this seems very low but the weapon fires 5 5-damage shots per burst and only fires in bursts + e_cost = 625 // may need changing later diff --git a/code/modules/projectiles/ammunition/energy/special.dm b/code/modules/projectiles/ammunition/energy/special.dm index 2e1358b0c2e..ab5fcbf96e2 100644 --- a/code/modules/projectiles/ammunition/energy/special.dm +++ b/code/modules/projectiles/ammunition/energy/special.dm @@ -2,13 +2,13 @@ projectile_type = /obj/item/projectile/ion select_name = "ion" fire_sound = 'sound/f13weapons/pulsegunfire.ogg' - e_cost = 100 //think this was the default + e_cost = 2000 // 15 shots /obj/item/ammo_casing/energy/ion/carbine projectile_type = /obj/item/projectile/ion select_name = "ion" fire_sound = 'sound/f13weapons/pulsegunfire.ogg' - e_cost = 200 //smaller gun, less efficient + e_cost = 2500 // 12 shots /obj/item/ammo_casing/energy/ion/hos projectile_type = /obj/item/projectile/ion/weak diff --git a/code/modules/projectiles/ammunition/energy/tesla.dm b/code/modules/projectiles/ammunition/energy/tesla.dm index 5244ce23220..40ee921ec7f 100644 --- a/code/modules/projectiles/ammunition/energy/tesla.dm +++ b/code/modules/projectiles/ammunition/energy/tesla.dm @@ -1,4 +1,4 @@ /obj/item/ammo_casing/energy/tesla/teslacannon projectile_type = /obj/item/projectile/energy/teslacannon - e_cost = 300 //8 shots + e_cost = 2500 //8 shots fire_sound = 'sound/f13weapons/TeslaCannonFire.ogg' diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index b35f83d4043..7c3004f50ef 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -38,6 +38,7 @@ var/use_cyborg_cell = FALSE //whether the gun drains the cyborg user's cell instead, not to be confused with EGUN_SELFCHARGE_BORG var/dead_cell = FALSE //set to true so the gun is given an empty cell var/charge_cost_multiplier = 1 + var/selfchargerate = 0 // set on the specific weapon you want to autocharge; X*2 = seconds to full charge. /// SET THIS TO TRUE IF YOU OVERRIDE altafterattack() or ANY right click action! If this is FALSE, the gun will show in examine its default right click behavior, which is to switch modes. var/right_click_overridden = FALSE @@ -108,7 +109,7 @@ var/mob/living/silicon/robot/R = owner if(!R.cell?.use(100)) return - cell.give(100) + cell.give(cell.maxcharge / max(selfchargerate, 0.01)) if(!chambered) //if empty chamber we try to charge a new shot recharge_newshot(TRUE) update_icon() diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index eb04020d007..cbdc9d2ebd0 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -10,6 +10,7 @@ ammo_type = list(/obj/item/ammo_casing/energy/lasergun) ammo_x_offset = 1 shaded_charge = 1 + can_charge = 0 // Can put in a weapon recharger. Temporary? Being done in regards to energy ammo changes; can't charge unrechargeable swappable cells. var/select = 1 weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -278,6 +279,7 @@ can_remove = 0 can_charge = 0 selfcharge = 1 + selfchargerate = 15 icon_state = "rechargerpistol" ammo_type = list(/obj/item/ammo_casing/energy/laser/pistol/recharger/hitscan) cell_type = /obj/item/stock_parts/cell/ammo/breeder @@ -396,10 +398,12 @@ desc = "This modified AEP7 laser pistol takes its power from the sun, recharging slowly using stored solar energy. However, it cannot be recharged manually as a result." icon_state = "solarscorcher" item_state = "solarscorcher" - ammo_type = list(/obj/item/ammo_casing/energy/laser/solar/hitscan) //27 dmg, .15 AP - cell_type = /obj/item/stock_parts/cell/ammo/ultracite //16 shots, self-charges + ammo_type = list(/obj/item/ammo_casing/energy/laser/solar/hitscan) + cell_type = /obj/item/stock_parts/cell/ammo/breeder // Self charging, needs to be a cell you can't get. You can hotswap cells of guns with can_remove = 0 can_charge = 0 - selfcharge = 1 //selfcharging adds 100 a shot + can_remove = 0 // If it self-charges, you can't remove it. + selfcharge = 1 + selfchargerate = 15 // 15*2 seconds to refill the cell equipsound = 'sound/f13weapons/equipsounds/aep7equip.ogg' weapon_class = WEAPON_CLASS_SMALL @@ -460,7 +464,7 @@ icon_state = "protolaser" item_state = "laser" cell_type = /obj/item/stock_parts/cell/ammo/ecp - ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser) //5dmg, 0.4 AP, good for fast firings. + ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser) can_scope = FALSE weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -474,7 +478,7 @@ name = "twin-shot RCW carbine" desc = "Made by Lone Star Armories, this variant of the compact RCW ironically fires two star-shaped laser blasts in quick succession." icon_state = "export_cannon" - ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/twinshot) // 1200 damage per cell vs Tesla Autoshock's 1196 + ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/twinshot) init_firemodes = list( /datum/firemode/burst/two/fastest ) @@ -487,7 +491,7 @@ icon_state = "protolaser" item_state = "laser" cell_type = /obj/item/stock_parts/cell/ammo/ecp - ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/worn) //5dmg, 0.4 AP, good for fast firings. + ammo_type = list(/obj/item/ammo_casing/energy/laser/autolaser/worn) can_scope = FALSE weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_AKIMBO @@ -625,6 +629,8 @@ zoom_factor = 1 can_charge = 0 selfcharge = 1 + selfchargerate = 15 + equipsound = 'sound/f13weapons/equipsounds/aer14equip.ogg' weapon_class = WEAPON_CLASS_RIFLE weapon_weight = GUN_TWO_HAND_ONLY @@ -785,7 +791,7 @@ //AER14 Laser rifle /obj/item/gun/energy/laser/aer14 name = "\improper AER14 laser rifle" - desc = "A bleeding-edge, pre-war laser rifle. A little more powerful than the previous model AER." + desc = "A bleeding-edge, pre-war laser rifle. It manages to make its battery last longer than the previous model while retaining all the power." icon_state = "aer14" item_state = "aer12new" ammo_type = list(/obj/item/ammo_casing/energy/laser/aer14/hitscan) @@ -872,7 +878,7 @@ icon_state = "ultra_pistol" item_state = "laser-pistol" ammo_type = list(/obj/item/ammo_casing/energy/gammagun) - cell_type = /obj/item/stock_parts/cell/ammo/mfc + cell_type = /obj/item/stock_parts/cell/ammo/ec ammo_x_offset = 3 weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_ONLY diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index 5213fdbfc30..8d10a29ae0f 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -34,7 +34,7 @@ desc = "This weapon makes a continual and quiet hum, even when the power cell is removed. Written on the side is 'Type III Pulse Projector,' whatever that means." icon_state = "tesla" item_state = "tesla" - cell_type = /obj/item/stock_parts/cell/ammo/ecp + cell_type = /obj/item/stock_parts/cell/ammo/ecp // ECP has 20,000 charge, shot drain is 2000. This gives it 10 shots vs a rifle's 15. weapon_class = WEAPON_CLASS_NORMAL weapon_weight = GUN_ONE_HAND_AKIMBO init_recoil = HANDGUN_RECOIL(1.5, 1.5) diff --git a/code/modules/projectiles/guns/mods/mods.dm b/code/modules/projectiles/guns/mods/mods.dm index a56b8b7604d..1d6c98e6646 100644 --- a/code/modules/projectiles/guns/mods/mods.dm +++ b/code/modules/projectiles/guns/mods/mods.dm @@ -86,10 +86,10 @@ ..() var/datum/component/item_upgrade/I = AddComponent(/datum/component/item_upgrade) I.weapon_upgrades = list( - GUN_UPGRADE_DAMAGE_MULT = 1.25, - GUN_UPGRADE_RECOIL_1H = 1.6, - GUN_UPGRADE_RECOIL_2H = 1.6, - GUN_UPGRADE_FIRE_DELAY_MULT = 1.6 + GUN_UPGRADE_DAMAGE_MULT = 1.2, + GUN_UPGRADE_RECOIL_1H = 2.5, + GUN_UPGRADE_RECOIL_2H = 2.0, + GUN_UPGRADE_FIRE_DELAY_MULT = 2.0 // This can stack with the Heatsink. Makes the jet-cooled one practically required. //GUN_UPGRADE_CHARGECOST = 1.4 ) I.gun_loc_tag = GUN_BARREL @@ -448,7 +448,7 @@ I.gun_loc_tag = GUN_BARREL I.req_gun_tags = list(GUN_PROJECTILE) -// Double damage at the cost of more recoil and a tripled energy consumption +// Increased damage, but massively slows the ROF and causes recoil. /obj/item/gun_upgrade/mechanism/battery_shunt name = "Poseidon Quantum Injection Electro-shunt" desc = "This experimental battery shunt is a cutting edge tool attachment which bypasses battery protection circuits to deliver the maximum amount of power in the shortest amount of time. You can still notice REPCONN branding on it..." @@ -458,27 +458,27 @@ ..() var/datum/component/item_upgrade/I = AddComponent(/datum/component/item_upgrade) I.weapon_upgrades = list( - GUN_UPGRADE_RECOIL_1H = 2, - GUN_UPGRADE_RECOIL_2H = 2, - GUN_UPGRADE_FIRE_DELAY_MULT = 1.5, + GUN_UPGRADE_RECOIL_1H = 4.0, + GUN_UPGRADE_RECOIL_2H = 2.5, + GUN_UPGRADE_FIRE_DELAY_MULT = 3.0, GUN_UPGRADE_DAMAGE_MULT = 1.30) //GUN_UPGRADE_CHARGECOST = 1.5) I.req_fuel_cell = REQ_CELL I.gun_loc_tag = GUN_MECHANISM -// Massively lowers cell charge usage at the cost of lower damage +// Same slot as the heatsink, better but at a cost /obj/item/gun_upgrade/mechanism/overdrive name = "REPCONN overdrive chip" - desc = "This experimental chip is a cutting edge tool attachment which bypasses power management protocols to dramatically increase battery cell potential at the cost of lowering the power output of a weapon tremendously." + desc = "This experimental chip supercharges the weapon's rate of fire at the cost of massively increasing the weapon's kickback and slightly destabilizing the beam." icon_state = "overdrive" /obj/item/gun_upgrade/mechanism/overdrive/New() ..() var/datum/component/item_upgrade/I = AddComponent(/datum/component/item_upgrade) I.weapon_upgrades = list( - GUN_UPGRADE_RECOIL_1H = 0.8, - GUN_UPGRADE_RECOIL_2H = 0.8, - GUN_UPGRADE_DAMAGE_MULT = 0.5, + GUN_UPGRADE_RECOIL_1H = 1.5, + GUN_UPGRADE_RECOIL_2H = 1.2, + GUN_UPGRADE_DAMAGE_MULT = 0.8, GUN_UPGRADE_FIRE_DELAY_MULT = 0.6) //GUN_UPGRADE_CHARGECOST = 0.65) //GUN_UPGRADE_FULLAUTO = TRUE) diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 6342103c3ad..27a6df589f8 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -1,3 +1,11 @@ +/* KELP NOTES +10000 energy = small energy cell +20000 energy = electron charge pack +30000 energy = micro fusion cell +40000 energy = ultracite cell +50000 energy = alien cell +*/ + /obj/item/projectile/beam name = "laser" icon_state = "laser" @@ -641,12 +649,12 @@ impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser /obj/item/projectile/beam/laser/rcw/hitscan/autolaser //Compact RCW - damage = 9 //Good for piercing armor, terrible damage + damage = 10 //Good for piercing armor, terrible damage bare_wound_bonus = -20 //The intensity of the beams are no where near enough to cause lasting prolonged trauma. /obj/item/projectile/beam/laser/rcw/hitscan/autolaser/twinshot // burst RCW name = "intense twinbeam" - damage = 20 // Good for piercing armor, terrible damage + damage = 15 // Good for piercing armor, terrible damage flag = "energy" // to bring it on par with the tesla autoshock bare_wound_bonus = -20 // The intensity of the beams are no where near enough to cause lasting prolonged trauma. diff --git a/code/modules/projectiles/projectile/energy/tesla.dm b/code/modules/projectiles/projectile/energy/tesla.dm index 58c4069be36..611a3183e7f 100644 --- a/code/modules/projectiles/projectile/energy/tesla.dm +++ b/code/modules/projectiles/projectile/energy/tesla.dm @@ -52,7 +52,7 @@ /obj/item/projectile/energy/teslacannon/oasis name = "shock beam" - damage = 12 //high damage but low ap + damage = 13 //high damage but low ap flag = "energy" wound_bonus = -5 bare_wound_bonus = 35 diff --git a/code/modules/projectiles/projectile/special/ion.dm b/code/modules/projectiles/projectile/special/ion.dm index 5bd7bcc1a42..6ee978c5cd5 100644 --- a/code/modules/projectiles/projectile/special/ion.dm +++ b/code/modules/projectiles/projectile/special/ion.dm @@ -1,7 +1,7 @@ /obj/item/projectile/ion name = "ion bolt" icon_state = "ion" - damage = 28 + damage = 32 // Same as the AER, but you get 5 to 8 less shots for the EMP effect damage_type = BURN flag = "energy" impact_effect_type = /obj/effect/temp_visual/impact_effect/ion diff --git a/code/modules/research/designs/weapon_designs.dm b/code/modules/research/designs/weapon_designs.dm index 06b5d0ecfca..02be21f6503 100644 --- a/code/modules/research/designs/weapon_designs.dm +++ b/code/modules/research/designs/weapon_designs.dm @@ -542,7 +542,7 @@ name = "Microfusion Cell" id = "mfc" build_type = PROTOLATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000) + materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/uranium = 10000) build_path =/obj/item/stock_parts/cell/ammo/mfc category = list("Ammo") departmental_flags = DEPARTMENTAL_FLAG_SECURITY @@ -551,7 +551,7 @@ name = "Energy Cell" id = "ec" build_type = PROTOLATHE - materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000) + materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000, /datum/material/plasma = 10000) build_path =/obj/item/stock_parts/cell/ammo/ec category = list("Ammo") departmental_flags = DEPARTMENTAL_FLAG_SECURITY @@ -560,7 +560,7 @@ name = "Electron Charge Pack" id = "ecp" build_type = PROTOLATHE - materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/diamond = 2000) + materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/diamond = 2000, /datum/material/plasma = 6000) build_path = /obj/item/stock_parts/cell/ammo/ecp category = list("Ammo") departmental_flags = DEPARTMENTAL_FLAG_SECURITY diff --git a/modular_coyote/eris/code/mods/mod_types.dm b/modular_coyote/eris/code/mods/mod_types.dm index ea1a7f7d409..4b2b71e2dde 100644 --- a/modular_coyote/eris/code/mods/mod_types.dm +++ b/modular_coyote/eris/code/mods/mod_types.dm @@ -132,7 +132,7 @@ I.weapon_upgrades = list( GUN_UPGRADE_RECOIL_1H = 1.5, GUN_UPGRADE_RECOIL_2H = 1.5, - GUN_UPGRADE_DAMAGE_MULT = 1.15, + //GUN_UPGRADE_DAMAGE_MULT = 1.15, GUN_UPGRADE_PEN_MULT = 1.2, GUN_UPGRADE_FIRE_DELAY_MULT = 0.8, GUN_UPGRADE_MUZZLEFLASH = 1.5, @@ -179,8 +179,8 @@ )*/ I.weapon_upgrades = list( GUN_UPGRADE_DAMAGE_MULT = 1.10, - GUN_UPGRADE_RECOIL_1H = 1.5, - GUN_UPGRADE_RECOIL_2H = 1.5, + GUN_UPGRADE_RECOIL_1H = 2.0, + GUN_UPGRADE_RECOIL_2H = 1.25, GUN_UPGRADE_FIRE_DELAY_MULT = 1.25, /* GUN_UPGRADE_CHARGECOST = 1.25 */ )