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https://github.com/Bubberstation/Bubberstation.git
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205 lines
5.4 KiB
Plaintext
205 lines
5.4 KiB
Plaintext
/obj/projectile/bullet/shotgun_slug
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name = "12g shotgun slug"
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icon_state = "pellet"
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damage = 25
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armour_penetration = 30
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sharpness = SHARP_POINTY
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wound_bonus = 0
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exposed_wound_bonus = 15
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/obj/projectile/bullet/shotgun_slug/milspec
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name = "12g shotgun milspec slug"
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icon_state = "pellet"
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damage = 50
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/obj/projectile/bullet/shotgun_slug/executioner
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name = "executioner slug" // admin only, can dismember limbs
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sharpness = SHARP_EDGED
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wound_bonus = 80
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/obj/projectile/bullet/shotgun_slug/pulverizer
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name = "pulverizer slug" // admin only, can crush bones
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sharpness = NONE
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wound_bonus = 80
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/obj/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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icon_state = "pellet"
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damage = 10
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stamina = 55
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wound_bonus = 20
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sharpness = NONE
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embed_type = null
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/obj/projectile/bullet/shotgun_beanbag/a40mm
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name = "rubber puck"
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icon_state = "cannonball"
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damage = 10
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stamina = 80 //BONK
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knockdown = 10
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wound_bonus = 30
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ricochets_max = 4
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ricochet_chance = 100
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ricochet_decay_chance = 1
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ricochet_decay_damage = 0.8
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ricochet_auto_aim_range = 2
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ricochet_auto_aim_angle = 30
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ricochet_incidence_leeway = 75
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/obj/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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icon_state = "pellet"
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damage = 20
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/obj/projectile/bullet/incendiary/shotgun/no_trail
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name = "precision incendiary slug"
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damage = 35
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leaves_fire_trail = FALSE
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/obj/projectile/bullet/incendiary/shotgun/dragonsbreath
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name = "dragonsbreath pellet"
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damage = 5
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/obj/projectile/bullet/shotgun_stunslug
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name = "stunslug"
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damage = 5
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paralyze = 100
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stutter = 10 SECONDS
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jitter = 40 SECONDS
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range = 7
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icon_state = "spark"
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color = COLOR_YELLOW
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embed_type = null
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/obj/projectile/bullet/shotgun_frag12
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name ="frag12 slug"
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icon_state = "pellet"
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damage = 15
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paralyze = 10
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/obj/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = 0, pierce_hit)
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..()
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explosion(target, devastation_range = -1, light_impact_range = 1, explosion_cause = src)
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return BULLET_ACT_HIT
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/obj/projectile/bullet/pellet
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icon_state = "pellet"
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damage_falloff_tile = -0.25
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/obj/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 5
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wound_bonus = 5
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exposed_wound_bonus = 5
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speed = 1.1
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wound_falloff_tile = -0.5 //We would very much like this to cause wounds despite the low damage, so the drop off is relatively slow
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sharpness = SHARP_EDGED
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/**
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* A slightly weaker version of the buckshot, available from the blackmarket.
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* The casings they're in have a very small chance to misfire and will gradually damage the firearm, making it weaker.
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*/
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/obj/projectile/bullet/pellet/shotgun_buckshot/old
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damage_falloff_tile = -1
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wound_bonus = -100
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exposed_wound_bonus = -100
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/obj/projectile/bullet/pellet/shotgun_buckshot/milspec
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name = "milspec buckshot pellet"
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damage = 7.5
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/obj/projectile/bullet/pellet/shotgun_buckshot/milspec/flak
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name = "titanium ball bearing"
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damage = 10
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damage_falloff_tile = -0.5 //much harsher falloff
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wound_bonus = 0
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armour_penetration = 20
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/obj/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubber shot pellet"
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damage = 3
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stamina = 10
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sharpness = NONE
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embed_type = null
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speed = 0.8
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stamina_falloff_tile = -0.25
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ricochets_max = 4
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ricochet_chance = 120
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ricochet_decay_chance = 0.9
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ricochet_decay_damage = 0.8
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ricochet_auto_aim_range = 2
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ricochet_auto_aim_angle = 30
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ricochet_incidence_leeway = 75
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/// Subtracted from the ricochet chance for each tile traveled
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var/tile_dropoff_ricochet = 4
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/obj/projectile/bullet/pellet/shotgun_rubbershot/reduce_range()
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if(ricochet_chance > 0)
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ricochet_chance -= tile_dropoff_ricochet
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. = ..()
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/obj/projectile/bullet/pellet/shotgun_incapacitate
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name = "incapacitating pellet"
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damage = 1
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stamina = 6
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embed_type = null
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/obj/projectile/bullet/pellet/flechette
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name = "flechette"
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icon_state = "flechette"
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damage = 2
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wound_bonus = 5
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exposed_wound_bonus = 5
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armour_penetration = 30
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damage_falloff_tile = -0.2
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wound_falloff_tile = -0.5
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speed = 1.2
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sharpness = SHARP_POINTY
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embed_type = /datum/embedding/bullet/flechette
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/datum/embedding/bullet/flechette
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embed_chance = 25
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fall_chance = 10
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jostle_chance = 20
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ignore_throwspeed_threshold = TRUE
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pain_stam_pct = 0.1
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pain_mult = 0.5
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jostle_pain_mult = 1.5
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rip_time = 0.5 SECONDS
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/obj/projectile/bullet/pellet/flechette/donk
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name = "\improper Donk Co. 'Donk Spike' flechette"
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desc = "Your internal evisceration! As sponsored by the Donk Corporation!"
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icon_state = "flechette_plastic"
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damage = 1 // good god its awful
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wound_bonus = 20 // but it WILL mulch you if you don't have armor.
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exposed_wound_bonus = 20
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armour_penetration = 0
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damage_falloff_tile = -0.1
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wound_falloff_tile = -2
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embed_type = /datum/embedding/bullet/flechette_donk // the true power of the donk spike.
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/datum/embedding/bullet/flechette_donk
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embed_chance = 100
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fall_chance = 0
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jostle_chance = 50
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ignore_throwspeed_threshold = TRUE
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pain_mult = 1
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jostle_pain_mult = 1
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rip_time = 1 SECONDS
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// Mech Scattershot
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/obj/projectile/bullet/scattershot
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icon_state = "pellet"
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damage = 24
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//Breaching Ammo
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/obj/projectile/bullet/shotgun_breaching
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name = "12g breaching round"
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desc = "A breaching round designed to destroy airlocks and windows with only a few shots. Ineffective against other targets."
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hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
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damage = 5 //does shit damage to everything except doors and windows
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demolition_mod = 200 //one shot to break a window or grille, or two shots to breach an airlock door
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