Files
Duck- b4f00eeae8 secgun, radfix, etc
secgun-- three types of rounds.  lethal, lessthanlethal, flash.  lethal
is midbullet2.  ltl is weakbullet.  flash is 5 brute and does not stun,
but it makes people who get hit by it and people within two tiles of the
tile hit get eyeflashed.  the eyeflash is minor unless you score a
direct hit, but still disorienting i guess.

radiation fix: you once again pass out when you get completely
irradiated.  the radiation burns damage and cloneloss that very rarely
happens with extremely heavy radiation poisoning was given a significant
buff.  as in you'll actually notice it now.  you'll notice it a lot.

made it so vamps don't have to breathe.  intend to do some fixes.
intend to maybe give vamps a maybe 'pretend to be alive' verb that turns
their heart on and off.  maybe.  or maybe they'll just lose their
heartbeat. nobreathing is a first step maybe

mutagen fix.  no more telekinetic pink braces.

bumped accuracy up a bit.
2015-03-29 14:59:44 -04:00

126 lines
2.8 KiB
Plaintext

/obj/item/projectile/bullet
name = "bullet"
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
flag = "bullet"
embed = 1
sharp = 1
on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
/obj/item/projectile/bullet/weakbullet // "rubber" bullets
damage = 10
agony = 60
/* stun = 5
weaken = 5*/
embed = 0
sharp = 0
/obj/item/projectile/bullet/weakbullet/beanbag //because beanbags are not bullets
name = "beanbag"
/obj/item/projectile/bullet/weakbullet/rubber
name = "rubber bullet"
/obj/item/projectile/bullet/midbullet
damage = 20
stun = 5
weaken = 5
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/incendiary
icon_state= "fireball"
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
else if(istype(target, /mob/living/silicon/robot))
var/mob/living/silicon/robot/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary shell"
damage_type = BURN
damage = 20
embed = 0
sharp = 0
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
damage = 20
damage_type = OXY
/obj/item/projectile/bullet/cyanideround
name = "poison bullet"
damage = 40
damage_type = TOX
/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
name = "exploding bullet"
damage = 20
embed = 0
edge = 1
/obj/item/projectile/bullet/stunshot
name = "stunshot"
damage = 5
stun = 10
weaken = 10
stutter = 10
embed = 0
sharp = 0
/obj/item/projectile/bullet/a762
damage = 25
/obj/item/projectile/bullet/chameleon
damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
embed = 0 // nope
/obj/item/projectile/bullet/weakbullet/flash
name = "flash round"
damage = 5
agony = 0
/obj/item/projectile/bullet/weakbullet/flash/on_hit(var/atom/target, var/blocked = 0)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(!H.eyecheck() > 0)
if(!H.blinded)
flick("e_flash", H:flash)
H << "\red The flash round blinds you!"
sleep (10)
flick("e_flash", H:flash)
sleep (10)
flick("e_flash", H:flash)
H << "\red nooooooo"
for(var/mob/living/carbon/human/M in oviewers(2, target))
if(!M.eyecheck() > 0)
if(!M.blinded)
flick("flash", M:flash)
M << "\red The flash round blinds you!"
/* sleep (5)
flick("e_flash", M:flash)
sleep (8)
flick("e_flash", M:flash)
sleep (10)
flick("e_flash", M:flash)
sleep (15)
flick("e_flash", M:flash)
sleep (20)
flick("e_flash", M:flash)
M << "\red nooooooo!"*/