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26 changes: 24 additions & 2 deletions projects/GunsAndGadgets/operations.md
Original file line number Diff line number Diff line change
Expand Up @@ -98,8 +98,10 @@ material in `metals.yml`, with the id `<part>@<material>` (for example
gunsmith, players pick the part, then the material.

`metals.yml` lists the materials. Each one has:
- `kind`: `metal` or `wood`. A part forges from one kind: `material: wood` for
stocks; metal by default.
- `kind`: `metal`, `wood` or `animal`. A part forges from one kind: `material:
wood` for stocks; metal by default. `animal` materials (leather, wool and
feather in four qualities) are fittings, see `fitting` below; their `type`
(`leather`, `wool`, `feather`) is what a part's fitting asks for.
- `tier`: sets the part tier, and the shot tier a barrel loads.
- `name` and `color`: the material's name as shown, and its hex colour (see
"Names and lore").
Expand All @@ -125,6 +127,7 @@ Part keys:
| `ammo-filter` | `powered` or `plain`: the gun loads only that shot. |
| `skin-base` | Matches gun designs as if the action were this part, e.g. `flintlock`. |
| `metal-lore` | One lore line per material (`iron: "..."`), shown on that variant. The part list, before a material is picked, shows `lore`. |
| `fitting` | A second material from the `animal` kind, picked after the wood: ids `<part>@<material>+<fitting>` (for example `saddle_stock@maplewood+rare_leather`). `types` lists the fitting types it takes (any when left out), `amount` (default 2) is how many of the fitting item it costs, and `stats` lists the stats the fitting's `better` factor scales, after the material. `materials` limits it further to listed fittings. The plain `<part>@<material>` still loads for guns made before the part took a fitting, but can't be crafted. |
| `sound-overrides` | Sounds that replace every other sound of that group on the gun (all parts and the material's layers), e.g. the steamlock's quiet report. |

New stats: `damage_percent` (scales gun and shot damage), `falloff` (blocks
Expand All @@ -135,6 +138,25 @@ penalty through, and `sneaking 50` deepens the crouch bonus by half. The
combined factor stays between 0.5 and 2. Editing `metals.yml` or a part changes
its revision, so existing guns refresh to the new numbers.

The bundled fittings (2.4.0): every stock and grip takes 2 of one type, in
common, rare, epic or legendary quality (factors 0.75 / 1 / 1.25 / 1.5, so a
rare fitting keeps the written values). Common items are `m.materials.leather`,
`v.white_wool` and `v.feather`; the others are `m.materials.<quality>_<type>`.

| Part | Type | Stats the quality scales |
| --- | --- | --- |
| Saddle stock | leather | `moving`, `mounted` |
| Cheek-rest stock | leather | `sneaking` |
| Standard grip | leather | `accuracy` |
| Standard stock | wool | `accuracy` |
| Wrapped grip | wool | `moving`, `mounted` |
| Pommel grip | wool (plus its copper ingot) | `sneaking` |
| Padded stock | feather | `fire_rate` |
| Bird's-head grip | feather | `draw`, `moving` |
These stocks used to cost `v.leather`, which players never hold
(MIReplacer turns vanilla leather into `MATERIALS.LEATHER`), and the grip cost
`v.string`.

### Existing servers

GunsAndGadgets writes a bundled file only when it is missing, so a server that
Expand Down