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Buffs marshals for Pneumo. Nerfs marshals for Meeeeeee also some bugf…
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…ixes i guess (#4768)

* Buffs marshals for Pneumo. Nerfs marshals for Meeeeeee

Adds the wind(ostwind + Nordwind) frame to the Marshal disk.

Raises the price of the wind frame to include osmium owing to the high quality of the weapons it produces- ditto for the omni frame. In the future I may want to find an alternative resource for these higher quality weapon frames

* hatever

fixes #4767 probably. Adds a check to prevent bleeding once blood has reached a certain volume.

fixes #4763 , im not sure how this ever worked but should be fine now.

Probably fixes #4740, there was a pathing issue.

First two were all trilby :)

* changes osmium cost to diamond, fixes potential duping issue by adding diamond to guns themselves.

* actually fixes the costs lol
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cdb-is-not-good authored Oct 6, 2023
1 parent c7cfd69 commit c7924a8
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Showing 8 changed files with 26 additions and 12 deletions.
5 changes: 5 additions & 0 deletions code/datums/autolathe/gun_frames.dm
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Expand Up @@ -49,6 +49,11 @@ This is mostly used for Marshal gun crafting to make it so they can make guns bu
name = "6.5mm takeshi - frame"
build_path = /obj/item/part/gun/frame/tk

/datum/design/autolathe/gun_frame/wind
name = "6.5mm/7.62mm Wind frame"
build_path = /obj/item/part/gun/frame/nord


//Blackshield guns.

/datum/design/autolathe/gun_frame/omni
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Expand Up @@ -134,6 +134,7 @@ Avoid any disks here being found or used commonly beyond an intended purpose, ot
/datum/design/autolathe/gun_frame/specop,
/datum/design/autolathe/gun_frame/dp,
/datum/design/autolathe/gun_frame/opshot,
/datum/design/autolathe/gun_frame/wind,
/datum/design/autolathe/gun_frame/takeshi,
/datum/design/autolathe/gun_frame/omni
)
4 changes: 3 additions & 1 deletion code/modules/mob/living/say.dm
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Expand Up @@ -63,7 +63,9 @@ var/list/channel_to_radio_key = new
return default_language

/mob/living/proc/is_muzzled()
return 0
if(istype(src.wear_mask, /obj/item/clothing/mask/muzzle) || istype(src.wear_mask, /obj/item/grenade))
return TRUE
return FALSE

/mob/living/proc/handle_speech_problems(var/message, var/verb)
var/list/returns[3]
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2 changes: 1 addition & 1 deletion code/modules/projectiles/guns/energy/projectile/railgun.dm
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Expand Up @@ -179,7 +179,7 @@
else
return new projectile_type(src)

/obj/item/gun/energy/laser/railgun/railrifle/attackby(obj/item/I, mob/user)
/obj/item/gun/energy/laser/railgun/attackby(obj/item/I, mob/user)
..()
if(I.has_quality(QUALITY_BOLT_TURNING))
if(I.use_tool(user, src, WORKTIME_SLOW, QUALITY_BOLT_TURNING, FAILCHANCE_VERY_HARD, required_stat = STAT_MEC))
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Original file line number Diff line number Diff line change
Expand Up @@ -15,7 +15,7 @@
slot_flags = SLOT_BACK
load_method = SINGLE_CASING|MAGAZINE
mag_well = MAG_WELL_HRIFLE|MAG_WELL_DRUM
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 10, MATERIAL_GLASS = 5)
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 10, MATERIAL_GLASS = 5, MATERIAL_DIAMOND = 3)
price_tag = 1500
penetration_multiplier = 1.0
damage_multiplier = 1.0
Expand Down Expand Up @@ -71,7 +71,7 @@
icon = 'icons/obj/guns/projectile/DMR.dmi'
icon_state = "DMR"
item_state = "DMR"
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 15, MATERIAL_GLASS = 10)
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 15, MATERIAL_GLASS = 10, MATERIAL_DIAMOND = 3)
mag_well = MAG_WELL_HRIFLE
gun_parts = null
price_tag = 2000
Expand Down Expand Up @@ -99,7 +99,7 @@
icon = 'icons/obj/guns/projectile/Osprey.dmi'
icon_state = "osprey"
item_state = "osprey"
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 15, MATERIAL_GLASS = 10)
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_WOOD = 15, MATERIAL_GLASS = 10, MATERIAL_DIAMOND = 3)
mag_well = MAG_WELL_HRIFLE
price_tag = 2000
init_recoil = RIFLE_RECOIL(0.7)
Expand All @@ -120,7 +120,7 @@
icon = 'icons/obj/guns/projectile/Warthog.dmi'
icon_state = "warthog"
item_state = "warthog"
matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_PLASTIC = 10, MATERIAL_GLASS = 5)
matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_PLASTIC = 10, MATERIAL_GLASS = 5, MATERIAL_DIAMOND = 3)
mag_well = MAG_WELL_HRIFLE|MAG_WELL_DRUM
price_tag = 1750
penetration_multiplier = 1.2
Expand All @@ -138,9 +138,9 @@

/obj/item/part/gun/frame/omni
name = "Omnirifle frame"
desc = "An Omnirifle frame. The ex-war criminal's delight."
desc = "An Omnirifle frame. The ex-war criminal's delight. Includes advanced mechanisms not often seen in more 'common' arms."
icon_state = "frame_omni"
matter = list(MATERIAL_PLASTEEL = 8)
matter = list(MATERIAL_PLASTEEL = 8, MATERIAL_DIAMOND = 3)
result = /obj/item/gun/projectile/automatic/omnirifle
gripvars = list(/obj/item/part/gun/grip/black, /obj/item/part/gun/grip/rubber)
resultvars = list(/obj/item/gun/projectile/automatic/omnirifle, /obj/item/gun/projectile/automatic/omnirifle/rds)
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Expand Up @@ -36,8 +36,9 @@

/obj/item/part/gun/frame/nord
name = "Wind-series frame"
desc = "A generic -Wind series rifle frame. Simply use a drill-bit or a buffer to your desired caliber!"
desc = "A generic -Wind series rifle frame. Simply use a drill-bit or a buffer to your desired caliber! Includes several advanced mechanisms not often seen in lower-end weapons"
icon_state = "frame_wind"
matter = list(MATERIAL_PLASTEEL = 6, MATERIAL_DIAMOND = 2)
result = /obj/item/gun/projectile/automatic/nordwind
gripvars = list(/obj/item/part/gun/grip/rubber, /obj/item/part/gun/grip/black)
mechanismvar = /obj/item/part/gun/mechanism/autorifle
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Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@
load_method = SINGLE_CASING|MAGAZINE
mag_well = MAG_WELL_RIFLE
auto_eject = 1
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_STEEL = 20, MATERIAL_PLASTIC = 10)
matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_STEEL = 20, MATERIAL_PLASTIC = 10, MATERIAL_DIAMOND = 2)
price_tag = 1750
fire_sound = 'sound/weapons/guns/fire/carbine.ogg'
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
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9 changes: 7 additions & 2 deletions code/modules/reagents/metabolism.dm
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Expand Up @@ -143,8 +143,13 @@
parent.eye_blurry = max(parent.eye_blurry, 3)

if(nsa_amount < nsa_threshold*1.6)
return
parent.drip_blood(10) //This is quite a bit but your also suffering a lot
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/blood_volume = H.vessel.get_reagent_amount("blood")
var/blood_percent = round((blood_volume / H.species.blood_volume)*100)
if(blood_percent > H.total_blood_req + BLOOD_VOLUME_BAD_MODIFIER)
return
parent.drip_blood(10) //This is quite a bit but your also suffering a lot

//At this point were starting to have a heart attack
if(nsa_amount < nsa_threshold*1.7)
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