/obj/item/shrapnel // frag grenades name = "shrapnel shard" custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5) weak_against_armour = TRUE icon = 'icons/obj/debris.dmi' icon_state = "large" w_class = WEIGHT_CLASS_TINY item_flags = DROPDEL sharpness = SHARP_EDGED /obj/item/shrapnel/stingball // stingbang grenades name = "stingball" icon_state = "tiny" sharpness = NONE /obj/item/shrapnel/bullet // bullets name = "bullet" icon = 'icons/obj/weapons/guns/ammo.dmi' icon_state = "s-casing" embed_type = null /obj/projectile/bullet/shrapnel name = "flying shrapnel shard" damage = 14 range = 20 weak_against_armour = TRUE dismemberment = 5 ricochets_max = 2 ricochet_chance = 70 shrapnel_type = /obj/item/shrapnel ricochet_incidence_leeway = 60 hit_prone_targets = TRUE ignore_range_hit_prone_targets = TRUE sharpness = SHARP_EDGED wound_bonus = 30 embed_type = /datum/embed_data/shrapnel /datum/embed_data/shrapnel embed_chance = 70 ignore_throwspeed_threshold = TRUE fall_chance = 1 /obj/projectile/bullet/shrapnel/short_range range = 5 /obj/projectile/bullet/shrapnel/mega name = "flying shrapnel hunk" range = 45 dismemberment = 15 ricochets_max = 6 ricochet_chance = 130 ricochet_incidence_leeway = 0 ricochet_decay_chance = 0.9 /obj/projectile/bullet/shrapnel/ied name = "flying glass shrapnel" damage = 15 range = 6 ricochets_max = 1 ricochet_chance = 40 shrapnel_type = /obj/item/shard ricochet_incidence_leeway = 60 /obj/projectile/bullet/pellet/stingball name = "stingball pellet" damage = 3 stamina = 8 ricochets_max = 4 ricochet_chance = 66 ricochet_decay_chance = 1 ricochet_decay_damage = 0.9 ricochet_auto_aim_angle = 10 ricochet_auto_aim_range = 2 ricochet_incidence_leeway = 0 embed_falloff_tile = -2 shrapnel_type = /obj/item/shrapnel/stingball embed_type = /datum/embed_data/stingball /datum/embed_data/stingball embed_chance = 55 fall_chance = 2 jostle_chance = 7 ignore_throwspeed_threshold = TRUE pain_stam_pct = 0.7 pain_mult = 3 jostle_pain_mult = 3 rip_time = 15 /obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A) hit_prone_targets = TRUE // ducking will save you from the first wave, but not the rebounds ignore_range_hit_prone_targets = TRUE /obj/projectile/bullet/pellet/stingball/mega name = "megastingball pellet" ricochets_max = 6 ricochet_chance = 110 /obj/projectile/bullet/pellet/capmine name = "\improper AP shrapnel shard" range = 7 damage = 8 stamina = 8 sharpness = SHARP_EDGED wound_bonus = 5 bare_wound_bonus = 5 ricochets_max = 2 ricochet_chance = 140 shrapnel_type = /obj/item/shrapnel/capmine embed_type = /datum/embed_data/capmine wound_falloff_tile = 0 embed_falloff_tile = 0 /datum/embed_data/capmine embed_chance = 90 fall_chance = 3 jostle_chance = 7 ignore_throwspeed_threshold = TRUE pain_stam_pct = 0.7 pain_mult = 5 jostle_pain_mult = 6 rip_time = 15 /obj/item/shrapnel/capmine name = "\improper AP shrapnel shard" custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5) weak_against_armour = TRUE