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* What if meteorslugs were mini cannonballs (#71137) ## About The Pull Request Meteorslug shells fire effectively mini cannonballs. They're not as strong, but they tear through everything they shoot, including walls and airlocks. They're not as lethal as the real deal or go nearly as far (range of 7, not even a screens length), but they are still pretty destructive. They don't fling people, but they could potentially barrel over several people, which I think is a good trade-off. Meteorslugs need gunpowder (for a bigger shot) and rum (yarr) to construct. ## Why It's Good For The Game Only through sleep deprivation do I get such diabolical ideas. Also, the original functionality wasn't very interesting except for like, maybe a few niche silly things, but the real value was using them to get into places. This version still definitely does that. But it's _cooler_. (The object displacement was pretty jank and I think this accomplishes a very similar effect without actively harming why people would look to use meteorslugs) ## Changelog 🆑 balance: Meteorslugs are now miniature cannonballs. They also need more gunpowder and rum to be constructed. /🆑 * What if meteorslugs were mini cannonballs Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
162 lines
6.1 KiB
Plaintext
162 lines
6.1 KiB
Plaintext
// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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worn_icon_state = "shell"
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caliber = CALIBER_SHOTGUN
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custom_materials = list(/datum/material/iron=4000)
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projectile_type = /obj/projectile/bullet/shotgun_slug
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/obj/item/ammo_casing/shotgun/executioner
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name = "executioner slug"
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desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_slug/executioner
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/obj/item/ammo_casing/shotgun/pulverizer
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name = "pulverizer slug"
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desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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custom_materials = list(/datum/material/iron=250)
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projectile_type = /obj/projectile/bullet/shotgun_beanbag
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harmful = FALSE //SKYRAT EDIT ADDITION
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
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desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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projectile_type = /obj/projectile/bullet/incendiary/shotgun
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/obj/item/ammo_casing/shotgun/incendiary/no_trail
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name = "precision incendiary slug"
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desc = "An incendiary-coated shotgun slug, specially treated to only ignite on impact."
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projectile_type = /obj/projectile/bullet/incendiary/shotgun/no_trail
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/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_stunslug
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custom_materials = list(/datum/material/iron=250)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/projectile/bullet/cannonball/meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
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energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
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would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "rshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 20
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custom_materials = list(/datum/material/iron=4000)
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harmful = FALSE //SKYRAT EDIT ADDITION
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/obj/item/ammo_casing/shotgun/incapacitate
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name = "custom incapacitating shot"
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desc = "A shotgun casing filled with... something. used to incapacitate targets."
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icon_state = "bountyshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate
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pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
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variance = 25
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custom_materials = list(/datum/material/iron=4000)
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_improvised
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custom_materials = list(/datum/material/iron=250)
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pellets = 10
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variance = 25
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/projectile/ion/weak
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pellets = 4
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variance = 35
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/obj/item/ammo_casing/shotgun/laserslug
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/projectile/beam/weak
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pellets = 6
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variance = 35
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 15 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/projectile/bullet/dart
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var/reagent_amount = 15
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/obj/item/ammo_casing/shotgun/dart/Initialize(mapload)
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/bioterror
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desc = "An improved shotgun dart filled with deadly toxins. Can be injected with up to 30 units of any chemical."
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reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/consumable/ethanol/neurotoxin, 6)
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reagents.add_reagent(/datum/reagent/toxin/spore, 6)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
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reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
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reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
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