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Bubberstation/code/modules/projectiles/projectile/bullets/lmg.dm
Ryll Ryll 93cb4cddc4 Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)
Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly
2020-08-26 17:22:59 -07:00

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// C3D (Borgs)
/obj/projectile/bullet/c3d
damage = 20
// Mech LMG
/obj/projectile/bullet/lmg
damage = 20
// Mech FNX-99
/obj/projectile/bullet/incendiary/fnx99
damage = 20
// Turrets
/obj/projectile/bullet/manned_turret
damage = 20
/obj/projectile/bullet/syndicate_turret
damage = 20
// 7.12x82mm (SAW)
/obj/projectile/bullet/mm712x82
name = "7.12x82mm bullet"
damage = 40
armour_penetration = 5
wound_bonus = -50
wound_falloff_tile = 0
/obj/projectile/bullet/mm712x82_ap
name = "7.12x82mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/projectile/bullet/mm712x82_hp
name = "7.12x82mm hollow-point bullet"
damage = 50
armour_penetration = -60
sharpness = SHARP_EDGED
wound_bonus = -40
bare_wound_bonus = 30
wound_falloff_tile = -8
/obj/projectile/bullet/incendiary/mm712x82
name = "7.12x82mm incendiary bullet"
damage = 20
fire_stacks = 3
/obj/projectile/bullet/mm712x82_match
name = "7.12x82mm match bullet"
damage = 40
ricochets_max = 2
ricochet_chance = 60
ricochet_auto_aim_range = 4
ricochet_incidence_leeway = 55
wound_bonus = -50
/obj/projectile/bullet/mm712x82_bouncy
name = "7.12x82mm rubber bullet"
damage = 25
ricochets_max = 40
ricochet_chance = 500 // will bounce off anything and everything, whether they like it or not
ricochet_auto_aim_range = 4
ricochet_incidence_leeway = 0
ricochet_decay_chance = 0.9