Files
Bubberstation/code/game/objects/items/shrapnel.dm
Ryll Ryll 46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* 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>
2020-07-23 23:19:30 -03:00

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/obj/item/shrapnel // frag grenades
name = "shrapnel shard"
embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=4)
custom_materials = list(/datum/material/iron=50)
armour_penetration = -20
icon = 'icons/obj/shards.dmi'
icon_state = "large"
w_class = WEIGHT_CLASS_TINY
item_flags = DROPDEL
sharpness = SHARP_EDGED
/obj/item/shrapnel/stingball // stingbang grenades
name = "stingball"
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)
icon_state = "tiny"
sharpness = SHARP_NONE
/obj/item/shrapnel/bullet // bullets
name = "bullet"
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
embedding = null // embedding vars are taken from the projectile itself
/obj/projectile/bullet/shrapnel
name = "flying shrapnel shard"
damage = 14
range = 20
armour_penetration = -30
dismemberment = 5
ricochets_max = 2
ricochet_chance = 70
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
hit_stunned_targets = TRUE
sharpness = SHARP_EDGED
wound_bonus = 40
/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/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
shrapnel_type = /obj/item/shrapnel/stingball
/obj/projectile/bullet/pellet/stingball/mega
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/projectile/bullet/pellet/stingball/breaker
name = "breakbang pellet"
damage = 10
wound_bonus = 40
sharpness = SHARP_NONE
/obj/projectile/bullet/pellet/stingball/shred
name = "shredbang pellet"
damage = 10
wound_bonus = 30
sharpness = SHARP_EDGED
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds