Adjusts the force of all items to be multiplied. (#18708)

* force balancing?

* force

* cl & maglight nerf

---------

Co-authored-by: DreamySkrell <>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2024-03-24 17:10:31 +00:00
committed by GitHub
co-authored by DreamySkrell <> Matt Atlas
parent e54a5297a5
commit fec6dbe24f
101 changed files with 255 additions and 215 deletions
+1 -1
View File
@@ -42,7 +42,7 @@
density = 0
anchored = 0
w_class = ITEMSIZE_LARGE
force = 0.0
force = 0
throwforce = 0.0
throw_speed = 1
throw_range = 20
+5 -5
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/radio.dmi'
icon_state = "red_phone"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 3.0
force = 3
throwforce = 2.0
throw_speed = 1
throw_range = 4
@@ -51,7 +51,7 @@
icon_state = "cane"
item_state = "stick"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 10
force = 15
throwforce = 7.0
w_class = ITEMSIZE_LARGE
matter = list(DEFAULT_WALL_MATERIAL = 50)
@@ -312,7 +312,7 @@
item_state = "telestick"
w_class = ITEMSIZE_LARGE
slot_flags = null
force = 6
force = 14
attack_verb = list("smacked", "struck", "slapped")
can_support = TRUE
else
@@ -383,7 +383,7 @@
desc = "A staff which only has the power to make you look like a nerd."
icon = 'icons/obj/wizard.dmi'
icon_state = "staff"
force = 3.0
force = 3
throwforce = 5.0
throw_speed = 1
throw_range = 5
@@ -409,7 +409,7 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "qstaff0"
item_state = "stick"
force = 3.0
force = 3
throwforce = 5.0
throw_speed = 1
throw_range = 5
@@ -6,7 +6,7 @@
item_state = "arm_blade"
contained_sprite = TRUE
w_class = ITEMSIZE_LARGE
force = 30
force = 33
sharp = TRUE
edge = TRUE
anchored = TRUE
@@ -68,7 +68,7 @@
icon_state = "ling_shield"
item_state = "ling_shield"
contained_sprite = TRUE
force = 15 //Bash the crap out of people
force = 22 //Bash the crap out of people
slot_flags = null
anchored = TRUE
throwforce = 0 //Just to be on the safe side
+1 -1
View File
@@ -58,7 +58,7 @@
icon_state = "cult"
item_state = "cult"
contained_sprite = TRUE
force = 5
force = 11
silent = 1
siemens_coefficient = 0.35 //antags don't get exceptions, it's just heavy armor by magical standards
armor = list(
+1 -1
View File
@@ -8,7 +8,7 @@
contained_sprite = TRUE
worn_x_dimension = 64
worn_y_dimension = 64
force = 25
force = 31
armor_penetration = 50 // Narsie's blessing is strong. Also needed so the cult isn't obliterated by the average voidsuit with melee resistance.
w_class = ITEMSIZE_LARGE
throwforce = 10
@@ -200,7 +200,7 @@
desc = "It's a purple gem, attached to a rod and a handle, along with small wires. It looks like it would make a good club."
icon = 'icons/obj/technomancer.dmi'
icon_state = "scepter"
force = 15
force = 22
slot_flags = SLOT_BELT
attack_verb = list("beaten", "smashed", "struck", "whacked")
+1 -1
View File
@@ -5,7 +5,7 @@
//var/pipe_dir = 0
var/pipename
var/connect_types = CONNECT_TYPE_REGULAR
force = 7
force = 16
icon = 'icons/obj/pipe-item.dmi'
icon_state = "simple"
item_state = "buildpipe"
+1 -1
View File
@@ -6,7 +6,7 @@
icon_state = "setup_medium-open"
item_state = "restock_unit"
desc = "A vending machine restock cart."
force = 7
force = 16
throwforce = 10
throw_speed = 1
throw_range = 7
+1 -1
View File
@@ -9,7 +9,7 @@
icon_state = "defibunit"
item_state = "defibunit"
contained_sprite = TRUE
force = 5
force = 11
throwforce = 6
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_BIO = 4, TECH_POWER = 2)
@@ -5,7 +5,7 @@
icon_state = "binoculars"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5.0
throw_range = 15
+1 -1
View File
@@ -5,7 +5,7 @@
icon = 'icons/obj/hacktool.dmi'
icon_state = "hacktool-g"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5
throw_range = 15
@@ -337,7 +337,7 @@
desc = "A heavy flashlight, designed for security personnel."
icon_state = "maglight"
item_state = "maglight"
force = 10
force = 5
brightness_on = 5
efficiency_modifier = 0.8
w_class = ITEMSIZE_NORMAL
@@ -8,7 +8,7 @@
// Copied from debugger.dm
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5.0
throw_range = 15
+1 -1
View File
@@ -13,7 +13,7 @@
item_icons = null
contained_sprite = TRUE
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5.0
throw_range = 15
+1 -1
View File
@@ -7,7 +7,7 @@
layer = TURF_LAYER+0.2
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
throwforce = 5.0
@@ -11,7 +11,7 @@
//copied from tank.dm
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
throwforce = 10.0
throw_speed = 1
throw_range = 4
+1 -1
View File
@@ -4,7 +4,7 @@
name = "animal tagger"
desc = "Used for tagging animals to be identified by a ear tag."
icon_state = "animal_tagger0"
force = 5.0
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5.0
throw_range = 15
+1 -1
View File
@@ -24,7 +24,7 @@ var/global/list/datum/stack_recipe/rod_recipes = list(
icon_state = "rods"
obj_flags = OBJ_FLAG_CONDUCTABLE
w_class = ITEMSIZE_NORMAL
force = 9.0
force = 20
throwforce = 15.0
throw_speed = 5
throw_range = 20
@@ -38,7 +38,7 @@
singular_name = "synthetic grass tile"
desc = "A patch of grass like they often use on golf courses."
icon_state = "tile_grass"
force = 1.0
force = 1
throwforce = 1.0
throw_speed = 5
throw_range = 20
@@ -54,7 +54,7 @@
singular_name = "wood floor tile"
desc = "An easy to fit wooden floor tile."
icon_state = "tile_wood"
force = 1.0
force = 1
throwforce = 1.0
throw_speed = 5
throw_range = 20
@@ -104,7 +104,7 @@
singular_name = "carpet"
desc = "A piece of carpet. It is the same size as a normal floor tile!"
icon_state = "tile_carpet"
force = 1.0
force = 1
throwforce = 1.0
throw_speed = 5
throw_range = 20
@@ -172,7 +172,7 @@
singular_name = "linoleum"
desc = "A piece of linoleum. It is the same size as a normal floor tile!"
icon_state = "tile_linoleum"
force = 1.0
force = 1
throwforce = 1.0
throw_speed = 5
throw_range = 20
@@ -193,7 +193,7 @@
singular_name = "circuit tile"
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_bcircuit"
force = 6.0
force = 14
matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT)
throwforce = 15.0
throw_speed = 5
@@ -205,7 +205,7 @@
singular_name = "circuit tile"
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_gcircuit"
force = 6.0
force = 14
matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT)
throwforce = 15.0
throw_speed = 5
@@ -217,7 +217,7 @@
singular_name = "circuit tile"
desc = "An advanced tile covered in various circuitry and wiring."
icon_state = "tile_rcircuit"
force = 6.0
force = 14
matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT, MATERIAL_GLASS = TILE_MATERIAL_AMOUNT)
throwforce = 15.0
throw_speed = 5
@@ -233,7 +233,7 @@
singular_name = "steel tile"
desc = "A set of steel floor tiles."
icon_state = "tile"
force = 6
force = 14
matter = list(DEFAULT_WALL_MATERIAL = TILE_MATERIAL_AMOUNT)
throwforce = 6
throw_speed = 5
+1 -1
View File
@@ -573,7 +573,7 @@
equip_sound = /singleton/sound_category/sword_equip_sound
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT | SLOT_BACK
force = 5
force = 11
throwforce = 5
w_class = ITEMSIZE_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced")
@@ -13,7 +13,7 @@ AI MODULES
item_state = "electronic"
desc = "An AI Module for transmitting encrypted instructions to the AI."
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5.0
force = 11
w_class = ITEMSIZE_SMALL
throwforce = 5.0
throw_speed = 3
+1 -1
View File
@@ -23,7 +23,7 @@
density = FALSE
anchored = FALSE
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5
force = 11
throwforce = 10
throw_speed = 1
throw_range = 5
@@ -11,7 +11,7 @@
icon_state = "nullrod"
item_state = "nullrod"
slot_flags = SLOT_BELT
force = 15
force = 22
throw_speed = 1
throw_range = 4
throwforce = 10
@@ -383,7 +383,7 @@
icon_state = "assunzioneorb"
item_state = "assunzioneorb"
throwforce = 5
force = 5
force = 11
light_range = 1.4
light_power = 1.4
light_color = LIGHT_COLOR_BLUE
@@ -13,7 +13,7 @@
origin_tech = list(TECH_DATA = 2)
w_class = ITEMSIZE_SMALL
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5
force = 11
throwforce = 5
throw_speed = 3
throw_range = 15
@@ -11,7 +11,7 @@
w_class = ITEMSIZE_NORMAL
throw_speed = 2
throw_range = 10
force = 8
force = 18
matter = list(DEFAULT_WALL_MATERIAL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
amount_per_transfer_from_this = 150
@@ -93,7 +93,7 @@
w_class = ITEMSIZE_HUGE
throw_speed = 2
throw_range = 10
force = 10.0
force = 15
matter = list(DEFAULT_WALL_MATERIAL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
drop_sound = 'sound/items/drop/gascan.ogg'
@@ -116,7 +116,7 @@
atom_flags = ATOM_FLAG_OPEN_CONTAINER
throwforce = 2
w_class = ITEMSIZE_SMALL
force = 2.0
force = 2
max_water = 60
spray_amount = 10
spray_particles = 1
@@ -4,7 +4,7 @@
item_state = "chemg"
desc = "A hand made chemical grenade."
w_class = ITEMSIZE_SMALL
force = 2.0
force = 2
det_time = null
unacidable = 1
var/stage = 0
@@ -45,7 +45,7 @@
icon_state = "wiredrod"
item_state = "rods"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 8
force = 18
throwforce = 10
w_class = ITEMSIZE_NORMAL
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
@@ -92,7 +92,7 @@
icon = 'icons/obj/weapons_build.dmi'
icon_state = "shaft"
item_state = "rods"
force = 5
force = 11
throwforce = 3
w_class = ITEMSIZE_LARGE
attack_verb = list("hit", "bludgeoned", "whacked", "bonked")
@@ -121,7 +121,7 @@
desc = "A pointy spearhead, not really useful without a shaft."
icon = 'icons/obj/weapons_build.dmi'
icon_state = "spearhead"
force = 5
force = 11
throwforce = 5
w_class = ITEMSIZE_SMALL
attack_verb = list("attacked", "poked")
@@ -244,7 +244,7 @@
base_icon = "spearglass"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
force = 15
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
force_divisor = 0.35 // 21 damage for steel (hardness 60)
@@ -352,7 +352,7 @@
icon_state = "chainsaw_off"
base_icon = "chainsaw_off"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 10
force = 15
force_unwielded = 10
force_wielded = 20
throwforce = 5
@@ -538,7 +538,7 @@
base_icon = "pike"
name = "pike"
desc = "A long spear used by the infantry in ancient times."
force = 5
force = 11
unwielded_force_divisor = 0.2
force_divisor = 0.3
edge = TRUE
@@ -558,7 +558,7 @@
base_icon = "halberd"
name = "halberd"
desc = "A sharp axe mounted on the top of a long spear."
force = 10
force = 15
unwielded_force_divisor = 0.4
force_divisor = 0.6
sharp = 1
@@ -639,7 +639,7 @@
base_icon = "zweihander"
name = "zweihander"
desc = "A german upgrade to the einhander models of ancient times."
force = 20
force = 25
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
force_wielded = 30
@@ -132,7 +132,7 @@
name = "energy glaive"
desc = "An energized glaive."
icon_state = "eglaive0"
force = 20
force = 25
throwforce = 30
active_force = 40
active_throwforce = 60
@@ -179,13 +179,10 @@
name = "energy axe"
desc = "An energised battle axe."
icon_state = "axe0"
//active_force = 150 //holy...
active_force = 60
active_throwforce = 35
active_w_class = ITEMSIZE_HUGE
//force = 40
//throwforce = 25
force = 20
force = 25
throwforce = 10
throw_speed = 1
throw_range = 5
@@ -362,7 +359,7 @@
base_reflectchance = 10
base_block_chance = 10
active_force = 20
force = 10
force = 15
origin_tech = list(TECH_MAGNET = 3)
/obj/item/melee/energy/sword/knife/activate(mob/living/user)
@@ -376,7 +373,7 @@
base_reflectchance = 10
base_block_chance = 10
active_force = 20
force = 10
force = 15
origin_tech = list(TECH_MAGNET = 3)
/obj/item/melee/energy/sword/knife/sol/activate(mob/living/user)
@@ -426,7 +423,7 @@
name = "energy blade"
desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
icon_state = "blade"
force = 40
force = 30
active_force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe
sharp = TRUE
edge = TRUE
@@ -15,7 +15,7 @@
item_state = "chain"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 10
force = 15
throwforce = 7
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 4)
@@ -29,7 +29,7 @@
icon_state = "chainswordoff"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 15
force = 22
throwforce = 7
w_class = ITEMSIZE_LARGE
sharp = 1
@@ -46,7 +46,7 @@
if(active)
playsound(user, 'sound/weapons/saw/chainsawstart.ogg', 50, 1)
to_chat(user, SPAN_NOTICE("\The [src] rumbles to life."))
force = 35
force = 38
hitsound = 'sound/weapons/saw/chainsword.ogg'
icon_state = "chainswordon"
slot_flags = null
@@ -72,7 +72,7 @@
item_state = "kneehammer"
contained_sprite = TRUE
slot_flags = SLOT_BELT
force = 25
force = 31
throwforce = 15.0
throw_speed = 5
throw_range = 7
@@ -157,7 +157,7 @@
icon_state = "whip"
item_state = "chain"
slot_flags = SLOT_BELT
force = 10
force = 15
w_class = ITEMSIZE_NORMAL
reach = 2
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
@@ -185,7 +185,7 @@
contained_sprite = TRUE
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 15
force = 22
throwforce = 5
w_class = ITEMSIZE_LARGE
sharp = 1
+2 -2
View File
@@ -8,7 +8,7 @@
)
icon_state = "mop"
item_state = "mop"
force = 3.0
force = 3
throwforce = 10.0
throw_speed = 3
throw_range = 7
@@ -80,7 +80,7 @@
icon = 'icons/obj/janitor.dmi'
icon_state = "advmop"
item_state = "advmop"
force = 6.0
force = 14
throwforce = 14
throw_range = 8
cleantime = 15
@@ -5,7 +5,7 @@
icon_state = "cell"
item_state = "cell"
origin_tech = list(TECH_POWER = 1)
force = 5.0
force = 11
throwforce = 5.0
throw_speed = 3
throw_range = 5
+6 -6
View File
@@ -62,7 +62,7 @@
icon_state = "riot"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
force = 5.0
force = 11
throwforce = 5.0
throw_speed = 1
throw_range = 4
@@ -101,7 +101,7 @@
item_state = "square_buckler"
contained_sprite = TRUE
slot_flags = SLOT_BACK
force = 8
force = 18
throwforce = 8
base_block_chance = 60
throw_speed = 10
@@ -131,7 +131,7 @@
desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
icon_state = "eshield0"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 3.0
force = 3
throwforce = 5.0
throw_speed = 1
throw_range = 4
@@ -232,7 +232,7 @@
/obj/item/shield/energy/proc/HandleTurnOn()
addtimer(CALLBACK(src, /obj/item/shield/energy/proc/UpdateSoundLoop), 0.25 SECONDS)
playsound(src, 'sound/items/shield/energy/shield-start.ogg', 40)
force = 10
force = 15
w_class = ITEMSIZE_LARGE
/obj/item/shield/energy/proc/HandleShutOff()
@@ -307,7 +307,7 @@
icon_state = "tactshield"
item_state = "tactshield"
contained_sprite = 1
force = 3.0
force = 3
throwforce = 3.0
throw_speed = 3
throw_range = 4
@@ -336,7 +336,7 @@
if(active)
icon_state = "[initial(icon_state)]_[active]"
item_state = "[initial(item_state)]_[active]"
force = 5
force = 11
throwforce = 5
throw_speed = 2
w_class = ITEMSIZE_LARGE
@@ -6,7 +6,7 @@
item_state = "briefcase"
contained_sprite = TRUE
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 8.0
force = 18
throw_speed = 1
throw_range = 4
w_class = ITEMSIZE_LARGE
@@ -152,7 +152,7 @@
icon_state = "secure"
item_state = "secure"
contained_sprite = TRUE
force = 8.0
force = 18
throw_speed = 1
throw_range = 4
w_class = ITEMSIZE_LARGE
@@ -181,7 +181,7 @@
icon_opened = "safe0"
icon_locking = "safeb"
icon_sparking = "safespark"
force = 8.0
force = 18
w_class = ITEMSIZE_IMMENSE
max_w_class = ITEMSIZE_IMMENSE
anchored = 1.0
@@ -7,7 +7,7 @@
item_state = "red"
center_of_mass = list("x" = 16,"y" = 11)
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 5
force = 11
throwforce = 10
throw_speed = 1
throw_range = 7
@@ -109,7 +109,7 @@
icon_state = "syndicate"
item_state = "syndicate"
origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1)
force = 7.0
force = 16
starts_with = list(\
/obj/item/clothing/gloves/yellow = 1,\
/obj/item/screwdriver = 1,\
+2 -2
View File
@@ -8,7 +8,7 @@
icon_state = "stunbaton"
item_state = "baton"
slot_flags = SLOT_BELT
force = 5
force = 11
sharp = 0
edge = FALSE
throwforce = 7
@@ -262,7 +262,7 @@
icon = 'icons/obj/stunrod.dmi'
icon_state = "stunrod"
item_state = "stunrod"
force = 7
force = 16
agonyforce = 80
hitcost = 1000
baton_color = "#75ACFF"
@@ -71,7 +71,7 @@
hitsound = /singleton/sound_category/drillhit_sound
matter = list(DEFAULT_WALL_MATERIAL = 15000, MATERIAL_GLASS = 10000)
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 15
force = 22
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
attack_verb = list("drilled")
@@ -88,7 +88,7 @@
item_state = "scalpel"
surgerysound = 'sound/items/surgery/scalpel.ogg'
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 10
force = 15
sharp = 1
edge = TRUE
w_class = ITEMSIZE_TINY
@@ -113,6 +113,7 @@
surgerysound = 'sound/items/surgery/cautery.ogg'
matter = list(DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500)
damtype = "fire"
force = 18
/obj/item/surgery/scalpel/manager
name = "incision management system"
@@ -120,7 +121,7 @@
icon_state = "scalpel_manager"
surgerysound = 'sound/items/surgery/cautery.ogg'
matter = list (DEFAULT_WALL_MATERIAL = 12500, MATERIAL_GLASS = 7500, MATERIAL_SILVER = 1500, MATERIAL_GOLD = 1500, MATERIAL_DIAMOND = 750)
force = 7.5
force = 8
/*
* Circular Saw
@@ -133,7 +134,7 @@
surgerysound = 'sound/items/surgery/circularsaw.ogg'
hitsound = 'sound/weapons/saw/circsawhit.ogg'
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 15
force = 22
w_class = ITEMSIZE_NORMAL
throwforce = 9
throw_speed = 3
@@ -177,7 +178,7 @@
icon_state = "bonesetter"
item_state = "bonesetter"
surgerysound = 'sound/items/surgery/bonesetter.ogg'
force = 8
force = 18
throwforce = 9
throw_speed = 3
throw_range = 5
@@ -16,7 +16,7 @@
icon_state = "baton"
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 10
force = 15
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
@@ -58,7 +58,7 @@
icon_state = state_extended
item_state = state_extended
w_class = ITEMSIZE_NORMAL
force = 15 //quite robust
force = 22 //quite robust
attack_verb = list("smacked", "struck", "slapped")
else
user.visible_message(SPAN_NOTICE("\The [user] collapses their telescopic baton."), SPAN_NOTICE("You collapse the baton."), SPAN_NOTICE("You hear a click."))
@@ -112,7 +112,7 @@
icon_state = "nlom_telebaton_0"
item_state = "nlom_telebaton_0"
state_extended = "nlom_telebaton_1"
force = 5
force = 11
/obj/item/melee/telebaton/nlom/do_special_effects(var/mob/living/carbon/human/H)
spark(H, 5)
@@ -141,7 +141,7 @@
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
w_class = ITEMSIZE_SMALL
force = 4.0
force = 4
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
volume = 2 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
@@ -13,7 +13,7 @@
slot_flags = SLOT_BACK
w_class = ITEMSIZE_NORMAL
force = 5.0
force = 11
throwforce = 10.0
throw_speed = 1
throw_range = 4
@@ -4,7 +4,7 @@
icon = 'icons/obj/safe_drill.dmi'
icon_state = "hardened_drill"
w_class = ITEMSIZE_HUGE
force = 12
force = 18
var/time_multiplier = 1
var/datum/looping_sound/thermal_drill/soundloop
+9 -9
View File
@@ -27,7 +27,7 @@
item_state = "wrench"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 8
force = 18
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
@@ -56,7 +56,7 @@
item_state = "screwdriver"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT | SLOT_EARS
force = 8
force = 18
throwforce = 5
throw_speed = 3
throw_range = 5
@@ -130,7 +130,7 @@
item_state = "wirecutters"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 6
force = 14
throw_speed = 2
throw_range = 9
w_class = ITEMSIZE_SMALL
@@ -537,7 +537,7 @@
else if(T)
T.visible_message("<span class='danger'>\The [src] turns on.</span>")
playsound(loc, 'sound/items/welder_activate.ogg', 50, 1)
force = 15
force = 22
damtype = DAMAGE_BURN
w_class = ITEMSIZE_LARGE
welding = TRUE
@@ -690,7 +690,7 @@
item_state = "crowbar"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 8
force = 18
throwforce = 7
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/crowbar.ogg'
@@ -715,7 +715,7 @@
icon_state = "rescue_axe"
item_state = "rescue_axe"
w_class = ITEMSIZE_NORMAL
force = 12
force = 18
throwforce = 12
obj_flags = null //Handle is insulated, so this means it won't conduct electricity and hurt you.
sharp = TRUE
@@ -757,7 +757,7 @@
item_state = "pipewrench"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 8
force = 18
throwforce = 7
w_class = ITEMSIZE_SMALL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 2)
@@ -855,7 +855,7 @@
item_state = "impact_wrench"
contained_sprite = TRUE
item_flags = ITEM_FLAG_HELD_MAP_TEXT
force = 8
force = 18
attack_verb = list("gored", "drilled", "screwed", "punctured")
w_class = ITEMSIZE_SMALL
toolspeed = 3
@@ -993,7 +993,7 @@
item_state = "hammer"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 8
force = 18
throwforce = 5
throw_speed = 3
throw_range = 3
+2 -2
View File
@@ -536,7 +536,7 @@
icon_base = "medium"
icon_state = "medium0"
throwforce = 4
force = 5
force = 11
w_class = ITEMSIZE_LARGE
origin_tech = list(TECH_ENGINEERING = 3)
matter = list(DEFAULT_WALL_MATERIAL = 5750)
@@ -645,7 +645,7 @@
icon = 'icons/obj/item/traps/traps.dmi'
icon_state = "large_foundation"
throwforce = 4
force = 5
force = 11
w_class = ITEMSIZE_HUGE
/obj/item/large_trap_foundation/attackby(obj/item/attacking_item, mob/user)
@@ -107,7 +107,7 @@
active_force = 20
active_throwforce = 20
active_w_class = ITEMSIZE_HUGE
force = 5
force = 11
throwforce = 5
throw_speed = 5
throw_range = 10
@@ -189,7 +189,7 @@
desc = "A rather heavy data disk for a Vaurcan hiveship navigation drive."
icon = 'icons/obj/vaurca_items.dmi'
icon_state = "harddisk"
force = 10
force = 15
throwforce = 5
w_class = ITEMSIZE_NORMAL
contained_sprite = 1
@@ -199,7 +199,7 @@
desc = "A large chunk of alien earth from the distant Vaurcan world of Sedantis I. Just looking at it makes you feel funny."
icon_state = "glowing"
icon = 'icons/obj/vaurca_items.dmi'
force = 15
force = 22
throwforce = 30
w_class = ITEMSIZE_LARGE
contained_sprite = 1
@@ -212,7 +212,7 @@
contained_sprite = 1
icon = 'icons/obj/vaurca_items.dmi'
icon_state = "beacon"
force = 15
force = 22
throwforce = 30
w_class = ITEMSIZE_LARGE
var/seed = /datum/seed/koisspore
@@ -404,7 +404,7 @@
armor_penetration = 30
active_throwforce = 20
active_w_class = ITEMSIZE_HUGE
force = 10
force = 15
throwforce = 10
throw_speed = 5
throw_range = 10
+1 -1
View File
@@ -118,7 +118,7 @@
icon = 'icons/obj/sword.dmi'
icon_state = "canesword"
item_state = "canesword"
force = 20
force = 25
throwforce = 5
w_class = ITEMSIZE_LARGE
sharp = 1
@@ -179,7 +179,7 @@
desc_info = "Use in-hand or alt-click to right this."
randpixel = 0
center_of_mass = null
force = 10 // Doesn't really matter. Will get overriden by set_material.
force = 15 // Doesn't really matter. Will get overriden by set_material.
throwforce = 10
throw_range = 5
force_divisor = 0.4
+1 -1
View File
@@ -5,7 +5,7 @@
var/datum/gas_mixture/air_temporary // used when reconstructing a pipeline that broke
var/datum/pipeline/parent
var/volume = 0
force = 20
force = 25
layer = PIPE_LAYER
use_power = POWER_USE_OFF
+2 -2
View File
@@ -386,13 +386,13 @@
switch(tendril_type)
if(TENDRIL_SOLID)
desc = "An incredibly dense, yet flexible, tendril, removed from an asteroclast."
force = 10
force = 15
color = COLOR_BRONZE
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2)
if(TENDRIL_FIRE)
desc = "A tendril removed from an asteroclast. It's hot to the touch."
damtype = DAMAGE_BURN
force = 15
force = 22
color = COLOR_AMBER
origin_tech = list(TECH_POWER = 2, TECH_BIO = 2)
+1 -1
View File
@@ -7,7 +7,7 @@
item_state = "express_package"
contained_sprite = TRUE
w_class = ITEMSIZE_HUGE
force = 10
force = 15
slowdown = 1
@@ -209,7 +209,7 @@
attack_verb = list("punched", "beaten", "struck")
siemens_coefficient = 1
fingerprint_chance = 100
force = 5
force = 11
punch_force = 5
clipped = 1
matter = list(DEFAULT_WALL_MATERIAL = 1000)
@@ -225,7 +225,7 @@
attack_verb = list("whacked", "fisted", "power-punched")
siemens_coefficient = 1
fingerprint_chance = 50
force = 5
force = 11
punch_force = 10
clipped = 1
species_restricted = list("exclude",BODYTYPE_GOLEM,BODYTYPE_VAURCA_BREEDER,BODYTYPE_VAURCA_WARFORM,BODYTYPE_VAURCA_BULWARK)
@@ -266,7 +266,7 @@
bomb = ARMOR_BOMB_MINOR
)
siemens_coefficient = 1
force = 5
force = 11
punch_force = 10
clipped = 1
sharp = 1
+1 -1
View File
@@ -132,7 +132,7 @@
icon_state = "combat"
item_state = "combat"
contained_sprite = TRUE
force = 5
force = 11
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
+2 -2
View File
@@ -7,7 +7,7 @@
contained_sprite = TRUE
center_of_mass = list("x" = 17,"y" = 12)
species_restricted = null
force = 5
force = 11
overshoes = 1
item_flags = ITEM_FLAG_THICK_MATERIAL|ITEM_FLAG_AIRTIGHT|ITEM_FLAG_INJECTION_PORT
var/magpulse = 0
@@ -55,7 +55,7 @@
item_flags |= ITEM_FLAG_NO_SLIP
magpulse = 1
set_slowdown()
force = 5
force = 11
if(icon_base)
icon_state = "[icon_base]1"
item_state = icon_state
+1 -1
View File
@@ -42,7 +42,7 @@
Although made for the Unathi anatomy, they have picked up popularity among other species."
icon_state = "caligae"
item_state = "caligae"
force = 5
force = 11
armor = list(
melee = ARMOR_MELEE_KNIVES
)
@@ -202,7 +202,7 @@
desc = "Chuck ingredients in this to fry something on the stove."
icon_state = "skillet"
volume = 30
force = 11
force = 16
hitsound = 'sound/weapons/smash.ogg'
atom_flags = ATOM_FLAG_OPEN_CONTAINER // Will still react
appliancetype = SKILLET
@@ -223,7 +223,7 @@
icon_state = "pan"
volume = 90
slot_flags = SLOT_HEAD
force = 8
force = 18
hitsound = 'sound/weapons/smash.ogg'
atom_flags = ATOM_FLAG_OPEN_CONTAINER // Will still react
appliancetype = SAUCEPAN
@@ -244,7 +244,7 @@
icon_state = "pot"
max_space = 50
volume = 180
force = 8
force = 18
hitsound = 'sound/weapons/smash.ogg'
atom_flags = ATOM_FLAG_OPEN_CONTAINER // Will still react
appliancetype = POT
+1 -1
View File
@@ -11,7 +11,7 @@
icon_state = "tray"
desc = "A metal tray to lay food on."
throwforce = 12.0
force = 10.0
force = 15
throw_speed = 1
throw_range = 5
w_class = 3.0
+1 -1
View File
@@ -7,7 +7,7 @@
opacity = 0
density = 0
anchored = 0.0
force = 1.0
force = 1
throwforce = 1.0
throw_speed = 1
throw_range = 2
@@ -6,7 +6,7 @@
icon_state = ""
var/on_mech_icon_state
matter = list(DEFAULT_WALL_MATERIAL = 10000, MATERIAL_PLASTIC = 5000, MATERIAL_OSMIUM = 500)
force = 10
force = 15
var/restricted_hardpoints
var/mob/living/heavy_vehicle/owner
var/list/restricted_software
+2 -2
View File
@@ -259,7 +259,7 @@
desc = "May the force be within you. Sorta."
icon = 'icons/obj/weapons.dmi'
icon_state = "sword0"
force = 3.0
force = 3
throw_speed = 1
throw_range = 5
throwforce = 0
@@ -294,7 +294,7 @@
/obj/item/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
force = 33
icon_state = "sword[item_color]"
w_class = ITEMSIZE_LARGE
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
+1 -1
View File
@@ -1,7 +1,7 @@
// Stacked resources. They use a material datum for a lot of inherited values.
/obj/item/stack/material
desc_info = "Use in your hand to bring up the recipe menu. If you have enough sheets, click on something on the list to build it."
force = 5
force = 11
throwforce = 5
w_class = ITEMSIZE_NORMAL
throw_speed = 3
+1 -1
View File
@@ -7,7 +7,7 @@
randpixel = 8
desc = "A flat disc or piece of metal with an official stamp. An archaic type of currency."
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 0.0
force = 0
throwforce = 0.0
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
+12 -12
View File
@@ -13,7 +13,7 @@
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
throwforce = 4.0
force = 10.0
force = 15
w_class = ITEMSIZE_LARGE
matter = list(DEFAULT_WALL_MATERIAL = 3750)
var/digspeed //moving the delay to an item var so R&D can make improved picks. --NEO
@@ -213,7 +213,7 @@
excavation_amount = 100
can_wield = FALSE
force = 15.0
force = 22
action_button_name = null
@@ -225,7 +225,7 @@
digspeed = 5
digspeed_unwielded = 10
excavation_amount = 80
force = 10
force = 15
/obj/item/pickaxe/jackhammer
name = "sonic jackhammer"
@@ -244,7 +244,7 @@
excavation_amount = 100
can_wield = FALSE
force = 25.0
force = 31
action_button_name = null
@@ -287,7 +287,7 @@
excavation_amount = 100
can_wield = 0
force = 20.0
force = 25
digspeed = 2
digspeed_unwielded = 3
force_unwielded = 20.0
@@ -308,7 +308,7 @@
autodrill = TRUE
drill_sound = 'sound/weapons/drill.ogg'
can_wield = FALSE
force = 15.0
force = 22
excavation_amount = 100
action_button_name = null
@@ -327,7 +327,7 @@
item_state = "shovel"
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BELT
force = 8.0
force = 18
throwforce = 4.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
@@ -351,7 +351,7 @@
)
icon_state = "spade"
item_state = "spade"
force = 5.0
force = 11
throwforce = 7.0
w_class = ITEMSIZE_SMALL
@@ -360,7 +360,7 @@
desc = "A standard-issue Gadpathurian entrenching tool. Sharpened edges make this tool/weapon equally adept at breaking earth and collarbones."
icon_state = "gadpathur_shovel"
item_state = "gadpathur_shovel"
force = 10
force = 15
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1, TECH_COMBAT = 2)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked", "slashed", "cut")
@@ -1003,7 +1003,7 @@ var/list/total_extraction_beacons = list()
item_state = "resonator"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vacuum."
w_class = ITEMSIZE_NORMAL
force = 15
force = 22
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
@@ -1101,7 +1101,7 @@ var/list/total_extraction_beacons = list()
item_state = "magneto"
desc = "A handheld device that creates a well of negative force that attracts minerals of a very specific type, size, and state to its user."
w_class = ITEMSIZE_NORMAL
force = 10
force = 15
throwforce = 5
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 3)
@@ -1139,7 +1139,7 @@ var/list/total_extraction_beacons = list()
item_state = "jaunter"
desc = "A handheld device that creates a well of warp energy that teleports minerals of a very specific type, size, and state to its user."
w_class = ITEMSIZE_NORMAL
force = 15
force = 22
throwforce = 5
origin_tech = list(TECH_BLUESPACE = 4, TECH_ENGINEERING = 3)
var/last_oresummon_time = 0
+1 -1
View File
@@ -650,5 +650,5 @@ var/list/holder_mob_icon_cache = list()
icon_state = "cod_rest"
item_state = "cod_rest"
hitsound = 'sound/effects/snap.ogg'
force = 6//quite large fishey
force = 14//quite large fishey
throwforce = 6
@@ -3,7 +3,7 @@
desc = "Goo extracted from a slime. Legends claim these to have \"magical powers\"."
icon = 'icons/mob/npc/slimes.dmi'
icon_state = "grey slime extract"
force = 1.0
force = 1
w_class = ITEMSIZE_TINY
throwforce = 0
throw_speed = 3
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/obj/multiz_items.dmi'
contained_sprite = TRUE
throw_range = 3
force = 10
force = 15
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
+1 -1
View File
@@ -5,7 +5,7 @@
parent_organ = BP_HEAD
vital = TRUE
icon_state = "brain"
force = 1.0
force = 1
w_class = ITEMSIZE_SMALL
throwforce = 1.0
throw_speed = 3
+2 -2
View File
@@ -12,7 +12,7 @@
said, rural areas and less urban parts of the planet still rely heavily on these machines."
icon_state = "typewriter"
icon = 'icons/obj/device.dmi'
force = 20
force = 25
throwforce = 5
w_class = ITEMSIZE_NORMAL
drop_sound = 'sound/items/drop/metalweapon.ogg'
@@ -121,7 +121,7 @@
icon_state = "typewriter_case_closed"
item_state = "briefcase_black"
contained_sprite = TRUE
force = 10
force = 15
throwforce = 5
throw_speed = 1
throw_range = 4
@@ -4,7 +4,7 @@
desc_antag = "Antimatter is extremely volatile, and containment jars are not particularly strong. Weak explosions will reduce the container's integrity, and larger ones will cause it to explode immediately."
icon = 'icons/obj/machinery/antimatter.dmi'
icon_state = "jar"
force = 8
force = 18
throwforce = 10
throw_speed = 1
throw_range = 2
+1 -1
View File
@@ -94,7 +94,7 @@
if(status == LIGHT_OK || status == LIGHT_BURNED)
visible_message(SPAN_WARNING("\The [src] shatters!"), SPAN_WARNING("You hear a small glass object shatter!"))
status = LIGHT_BROKEN
force = 5
force = 11
sharp = TRUE
playsound(get_turf(src), 'sound/effects/glass_hit.ogg', 75, TRUE)
new /obj/item/material/shard(get_turf(src))
+1 -1
View File
@@ -57,7 +57,7 @@
throwforce = 5
throw_speed = 4
throw_range = 5
force = 5
force = 11
origin_tech = list(TECH_COMBAT = 1)
attack_verb = list("struck", "hit", "bashed")
zoomdevicename = "scope"
+1 -1
View File
@@ -70,7 +70,7 @@
item_state = "noisecannon"
recoil = 1
force = 10
force = 15
projectile_type = /obj/item/projectile/energy/sonic
cell_type = /obj/item/cell/super
fire_delay = 40
@@ -8,7 +8,7 @@
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = ITEMSIZE_SMALL
force = 5
force = 11
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
offhand_accuracy = 1
@@ -84,7 +84,7 @@
offhand_accuracy = 0
projectile_type = /obj/item/projectile/energy/blaster/heavy
force = 10
force = 15
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
can_bayonet = TRUE
+1 -1
View File
@@ -10,7 +10,7 @@
fire_sound = 'sound/weapons/laserstrong.ogg'
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
force = 15
max_shots = 5
fire_delay = 25
accuracy = -1
@@ -8,7 +8,7 @@
fire_sound = 'sound/weapons/gunshot/bolter.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/energy/disruptorstun
@@ -56,7 +56,7 @@
desc = "A NanoTrasen designed blaster pistol with two settings: stun and lethal. This is the magnum version."
icon = 'icons/obj/guns/disruptorpistol/disruptorpistolm.dmi'
max_shots = 15
force = 6
force = 14
/obj/item/gun/energy/disruptorpistol/magnum/security
pin = /obj/item/device/firing_pin/wireless
@@ -9,7 +9,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
accuracy = 1
w_class = ITEMSIZE_NORMAL
force = 10
force = 15
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
@@ -65,7 +65,7 @@
icon_state = "caplaser"
item_state = "caplaser"
has_item_ratio = FALSE
force = 5
force = 11
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
@@ -153,7 +153,7 @@
charge_cost = 400
max_shots = 4
fire_delay = 45
force = 10
force = 15
w_class = ITEMSIZE_LARGE
accuracy = -3 //shooting at the hip
scoped_accuracy = 4
@@ -189,7 +189,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
accuracy = 0
force = 10
force = 15
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/shotgun
@@ -11,7 +11,7 @@
fire_sound = 'sound/weapons/plasma_cutter.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
accuracy = 1
force = 15
force = 22
sharp = TRUE
edge = TRUE
origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
@@ -10,7 +10,7 @@
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_NORMAL
force = 10
force = 15
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
can_turret = TRUE
@@ -48,7 +48,7 @@
item_state = "nucgun"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
slot_flags = SLOT_BELT
force = 8 //looks heavier than a pistol
force = 18 //looks heavier than a pistol
self_recharge = 1
modifystate = null
reliability = 95
@@ -272,7 +272,7 @@
icon_state = "particlepistol"
item_state = "particlepistol"
slot_flags = SLOT_BELT|SLOT_HOLSTER
force = 5
force = 11
projectile_type = /obj/item/projectile/beam/stun/skrell
secondary_projectile_type = /obj/item/projectile/beam/pulse/skrell
@@ -289,7 +289,7 @@
item_state = "particlesmg"
slot_flags = SLOT_BELT|SLOT_HOLSTER|SLOT_BACK
max_shots = 14
force = 7
force = 16
projectile_type = /obj/item/projectile/beam/stun/skrell
secondary_projectile_type = /obj/item/projectile/beam/pulse/skrell
@@ -5,7 +5,7 @@
icon_state = "pulse_carbine"
item_state = "pulse_carbine"
slot_flags = SLOT_BELT
force = 5
force = 11
fire_sound='sound/weapons/laser1.ogg'
projectile_type = /obj/item/projectile/beam
sel_mode = 2
@@ -8,7 +8,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
force = 15
max_shots = 20
fire_delay = 6
burst_delay = 3
@@ -211,7 +211,7 @@
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
accuracy = 1
force = 10
force = 15
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
charge_cost = 300
@@ -6,7 +6,7 @@
icon_state = "hunterkiller_scythe"
item_state = "hunterkiller_scythe"
w_class = ITEMSIZE_HUGE
force = 25
force = 31
armor_penetration = 30
slot_flags = SLOT_BACK
fire_sound = 'sound/weapons/railgun.ogg'
@@ -126,7 +126,7 @@
has_item_ratio = FALSE
w_class = ITEMSIZE_NORMAL
fire_sound = 'sound/weapons/taser2.ogg'
force = 5
force = 11
projectile_type = /obj/item/projectile/beam/mousegun
slot_flags = SLOT_HOLSTER | SLOT_BELT
max_shots = 6
@@ -200,7 +200,7 @@
charge_meter = 0
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/LightningShock.ogg'
force = 30
force = 33
projectile_type = /obj/item/projectile/energy/bfg
slot_flags = SLOT_BACK
max_shots = 3
@@ -224,7 +224,7 @@
charge_meter = 0
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 10
force = 15
projectile_type = /obj/item/projectile/beam/gatlinglaser
max_shots = 350
sel_mode = 1
@@ -283,7 +283,7 @@
w_class = ITEMSIZE_NORMAL
accuracy = 1
recoil = 1
force = 10
force = 15
projectile_type = /obj/item/projectile/energy/blaster/incendiary
max_shots = 7
burst = 1
@@ -395,7 +395,7 @@
fire_sound = 'sound/magic/lightningbolt.ogg'
slot_flags = SLOT_BACK
w_class = ITEMSIZE_LARGE
force = 15
force = 22
projectile_type = /obj/item/projectile/beam/thermaldrill
max_shots = 90
burst = 10
@@ -475,7 +475,7 @@
charge_meter = 0
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/LightningShock.ogg'
force = 30
force = 33
projectile_type = /obj/item/projectile/beam/tesla
slot_flags = SLOT_BACK
max_shots = 3
@@ -501,7 +501,7 @@
charge_meter = 0
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/Repulse.ogg'
force = 30
force = 33
projectile_type = /obj/item/projectile/energy/gravitydisabler
slot_flags = SLOT_BACK
max_shots = 2
+1 -1
View File
@@ -69,7 +69,7 @@
name = "energy crossbow"
desc = "A weapon favored by mercenary infiltration teams."
w_class = ITEMSIZE_LARGE
force = 10
force = 15
icon_state = "crossbowlarge"
item_state = "crossbow"
matter = list(DEFAULT_WALL_MATERIAL = 200000)
@@ -5,7 +5,7 @@
icon_state = "grenadelauncher"
item_state = "grenadelauncher"
w_class = ITEMSIZE_LARGE
force = 10
force = 15
fire_sound = 'sound/weapons/grenadelaunch.ogg'
fire_sound_text = "a metallic thunk"
@@ -113,7 +113,7 @@
name = "underslung grenade launcher"
desc = "Not much more than a tube and a firing mechanism, this grenade launcher is designed to be fitted to a rifle."
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
max_grenades = 0
//load and unload directly into chambered
@@ -7,7 +7,7 @@
w_class = ITEMSIZE_LARGE
throw_speed = 2
throw_range = 10
force = 5.0
force = 11
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = 0
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 5)
@@ -68,7 +68,7 @@
icon_state = "syringegun"
item_state = "syringegun"
w_class = ITEMSIZE_NORMAL
force = 7
force = 16
matter = list(DEFAULT_WALL_MATERIAL = 2000)
slot_flags = SLOT_BELT
@@ -8,7 +8,7 @@
item_state = "ishotgun"
max_shells = 2
w_class = ITEMSIZE_LARGE
force = 5
force = 11
recoil = 2
accuracy = -1
slot_flags = SLOT_BACK
@@ -44,7 +44,7 @@
icon_state = "ishotgunsawn"
item_state = "ishotgunsawn"
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
slot_flags &= ~SLOT_BACK
slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
name = "sawn-off improvised shotgun"
@@ -73,7 +73,7 @@
item_state = "ishotgunsawn"
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
// shotgun construction
@@ -232,7 +232,7 @@
icon = 'icons/obj/guns/deagle.dmi'
icon_state = "deagle"
item_state = "deagle"
force = 10
force = 15
accuracy = 1
caliber = ".50"
load_method = MAGAZINE
@@ -71,7 +71,7 @@
accuracy_wielded = 1
fire_delay = ROF_UNWIELDY
fire_delay_wielded = ROF_SUPERHEAVY
force = 10
force = 15
recoil = 10
recoil_wielded = 5
@@ -288,7 +288,7 @@
fire_sound = 'sound/weapons/gunshot/gunshot_strong.ogg'
ammo_type = /obj/item/ammo_casing/c38
magazine_type = /obj/item/ammo_magazine/c38
force = 15
force = 22
sharp = TRUE
edge = TRUE
fire_delay = ROF_PISTOL
@@ -335,7 +335,7 @@
load_method = MAGAZINE
handle_casings = DELETE_CASINGS
force = 10
force = 15
slot_flags = SLOT_BACK
can_bayonet = TRUE
knife_x_offset = 23
@@ -51,7 +51,7 @@
item_state = "shotgun"
max_shells = 7 // max of 8
w_class = ITEMSIZE_LARGE
force = 10
force = 15
obj_flags = OBJ_FLAG_CONDUCTABLE
slot_flags = SLOT_BACK
caliber = "shotgun"
@@ -143,7 +143,7 @@
handle_casings = CYCLE_CASINGS
max_shells = 2
w_class = ITEMSIZE_LARGE
force = 10
force = 15
obj_flags = OBJ_FLAG_CONDUCTABLE
is_wieldable = TRUE
var/has_wield_state = TRUE
@@ -190,7 +190,7 @@
accuracy = 0
is_wieldable = FALSE
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= (SLOT_BELT|SLOT_HOLSTER) //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not.
name = "sawn-off shotgun"
@@ -208,7 +208,7 @@
slot_flags = SLOT_BELT|SLOT_HOLSTER
ammo_type = /obj/item/ammo_casing/shotgun/pellet
w_class = ITEMSIZE_NORMAL
force = 5
force = 11
/obj/item/gun/projectile/shotgun/foldable
name = "foldable shotgun"
@@ -8,7 +8,7 @@
icon_state = "heavysniper"
item_state = "heavysniper"
w_class = ITEMSIZE_LARGE
force = 10
force = 15
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
caliber = "14.5mm"
@@ -147,7 +147,7 @@
icon_state = "tranqsniper"
item_state = "tranqsniper"
w_class = ITEMSIZE_LARGE
force = 10
force = 15
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2)
caliber = "PPS"
@@ -183,7 +183,7 @@
The rifle is commonly issued to the feared Das'nrra Marksmen."
w_class = ITEMSIZE_LARGE
force = 10
force = 15
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
caliber = "a762"
@@ -236,7 +236,7 @@
icon_state = "w556rifle"
item_state = "w556rifle"
w_class = ITEMSIZE_LARGE
force = 10
force = 15
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3)
caliber = "a556"
+1 -1
View File
@@ -11,7 +11,7 @@
icon_state = "generic"
cast_methods = CAST_MELEE
aspect = ASPECT_PSIONIC
force = 20
force = 25
armor_penetration = 20
cooldown = 0
psi_cost = 3
@@ -1,6 +1,6 @@
/obj/item/psychic_power/psiblade
name = "psionic blade"
force = 10
force = 15
sharp = 1
edge = TRUE
maintain_cost = 1
@@ -11,13 +11,13 @@
. = ..()
switch(owner.psi.get_rank())
if(PSI_RANK_SENSITIVE)
force = 20
force = 25
armor_penetration = 10
if(PSI_RANK_HARMONIOUS)
force = 25
force = 31
armor_penetration = 20
if(PSI_RANK_APEX)
force = 30
force = 33
armor_penetration = 30
icon_state = "psiblade_long"
if(PSI_RANK_LIMITLESS)
@@ -1,7 +1,7 @@
/obj/item/psychic_power/tinker
name = "psychokinetic crowbar"
icon_state = "crowbar"
force = 5
force = 11
var/emulating = "crowbar"
var/list/tools = list("crowbar", "wrench", "screwdriver", "cutters")
@@ -11,7 +11,7 @@
amount_per_transfer_from_this = 5//Smaller sip size for more BaRP and less guzzling a litre of vodka before you realise it
volume = 100
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
force = 5
force = 11
hitsound = /singleton/sound_category/bottle_hit_intact_sound
var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
matter = list(MATERIAL_GLASS = 800)
@@ -229,7 +229,7 @@
desc = "A bottle with a sharp broken bottom."
icon = 'icons/obj/item/reagent_containers/food/drinks/bottle.dmi'
icon_state = "broken_bottle"
force = 9
force = 20
throwforce = 5
throw_speed = 3
throw_range = 5
@@ -41,7 +41,7 @@
desc = "At least you ranked!"
icon_state = "bronze_cup"
w_class = ITEMSIZE_SMALL
force = 5
force = 11
throwforce = 4
amount_per_transfer_from_this = 10
matter = list(MATERIAL_IRON = 40)
@@ -7,7 +7,7 @@
possible_transfer_amounts = list(10, 15, 30)
w_class = ITEMSIZE_SMALL
volume = 30
force = 6
force = 14
atom_flags = ATOM_FLAG_OPEN_CONTAINER
item_flags = ITEM_FLAG_NO_BLUDGEON
drop_sound = 'sound/items/drop/glass.ogg'
@@ -11,7 +11,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "Thick metallic wires for clearing away dust and loose scree (1 centimetre excavation depth)."
excavation_amount = 0.5
drill_sound = 'sound/weapons/thudswoosh.ogg'
@@ -30,7 +30,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (2 centimetre excavation depth)."
excavation_amount = 1
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -49,7 +49,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (4 centimetre excavation depth)."
excavation_amount = 2
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -68,7 +68,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (6 centimetre excavation depth)."
excavation_amount = 3
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -87,7 +87,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (8 centimetre excavation depth)."
excavation_amount = 4
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -106,7 +106,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (10 centimetre excavation depth)."
excavation_amount = 5
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -125,7 +125,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 2.0
force = 2
desc = "A miniature excavation tool for precise digging (12 centimetre excavation depth)."
excavation_amount = 6
drill_sound = 'sound/items/Screwdriver.ogg'
@@ -143,7 +143,7 @@
digspeed = 20
digspeed_unwielded = 20
digspeed_wielded = 20
force = 10.0
force = 15
desc = "A smaller, more precise version of the pickaxe (30 centimetre excavation depth)."
excavation_amount = 15
drill_sound = /singleton/sound_category/pickaxe_sound
+1 -1
View File
@@ -108,7 +108,7 @@
icon = 'icons/obj/telescience.dmi'
icon_state = "rcs"
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 10
force = 15
throwforce = 10
throw_speed = 2
throw_range = 5

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