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* pierce the heavens * starts doing projs * continue pierce * before armor * before sharpness redefine * rename sharp defines, before further implementation * finishing undoing atk_type back to sharpness * neatens up sharpness defines, FALSE -> SHARP_NONE * more piercing, removes brute damage bleed, bubblegum no longer wound * starts letting embeds get in on the fun * half with embed * work on dismembering * continued embed work * more moving bandaging to limbs * more dismemberment work * removing embed pierce stuff * tweaking bullets * more docs and work on dismemberment * spans, piercing, guns * dismemberment and scar fixes * bee changes * bullets embedding * more bullet and dismember work * dismemberment, surgery, piercing, formaldehyde, * pleases travis * pierce smite * nicer on blood * Auto stash before rebase of "tgstation/master" * more neatening * wounds only consider up to 35 damage, wounds on l6 and 762 * updates hulk * balance * defines * lower slug to 50 brute to accommodate wounds * adds differentiation for having flesh/bones/both in mobs * moves scar descs to json, renames organic_state * excises removed healing skill * fixes logs, inconsistencies, some balance changes * untab * slight compress * a * kills pointed global list * dmdoc * halfway through roh * finishes roh review * okay NOW i finished roh's reviews * roh roh roh your boat * gently down the stream * global lists * list ops, fix scanner for bone gel improvised fix * travis moment * sounds added and moved * pellet clouds can join the fun fully, slight gun balancing for wounds * doc moment * unconflicts myself * update hulk * Update code/_onclick/item_attack.dm Co-authored-by: Rohesie <rohesie@gmail.com> * crying ascii face * final rohview * oops * final final Co-authored-by: Rohesie <rohesie@gmail.com>
79 lines
2.1 KiB
Plaintext
79 lines
2.1 KiB
Plaintext
/obj/item/shrapnel // frag grenades
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name = "shrapnel shard"
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embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=4)
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custom_materials = list(/datum/material/iron=50)
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armour_penetration = -20
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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w_class = WEIGHT_CLASS_TINY
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item_flags = DROPDEL
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sharpness = SHARP_EDGED
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/obj/item/shrapnel/stingball // stingbang grenades
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name = "stingball"
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embedding = list(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)
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icon_state = "tiny"
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sharpness = SHARP_NONE
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/obj/item/shrapnel/bullet // bullets
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name = "bullet"
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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embedding = null // embedding vars are taken from the projectile itself
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/obj/projectile/bullet/shrapnel
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name = "flying shrapnel shard"
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damage = 14
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range = 20
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armour_penetration = -30
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dismemberment = 5
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ricochets_max = 2
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ricochet_chance = 70
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shrapnel_type = /obj/item/shrapnel
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ricochet_incidence_leeway = 60
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hit_stunned_targets = TRUE
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sharpness = SHARP_EDGED
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wound_bonus = 40
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/obj/projectile/bullet/shrapnel/mega
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name = "flying shrapnel hunk"
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range = 45
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dismemberment = 15
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ricochets_max = 6
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ricochet_chance = 130
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ricochet_incidence_leeway = 0
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ricochet_decay_chance = 0.9
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/obj/projectile/bullet/pellet/stingball
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name = "stingball pellet"
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damage = 3
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stamina = 8
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ricochets_max = 4
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ricochet_chance = 66
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ricochet_decay_chance = 1
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ricochet_decay_damage = 0.9
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ricochet_auto_aim_angle = 10
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ricochet_auto_aim_range = 2
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ricochet_incidence_leeway = 0
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shrapnel_type = /obj/item/shrapnel/stingball
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/obj/projectile/bullet/pellet/stingball/mega
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name = "megastingball pellet"
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ricochets_max = 6
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ricochet_chance = 110
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/obj/projectile/bullet/pellet/stingball/breaker
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name = "breakbang pellet"
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damage = 10
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wound_bonus = 40
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sharpness = SHARP_NONE
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/obj/projectile/bullet/pellet/stingball/shred
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name = "shredbang pellet"
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damage = 10
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wound_bonus = 30
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sharpness = SHARP_EDGED
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/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
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hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds
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