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Bubberstation/code/game/objects/items/shrapnel.dm
SkyratBot 1b7f17f107 [MIRROR] [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1) [MDB IGNORE] (#15801)
* [IDB IGNORE] The Great Sweep: Moving dmis into subfolders (part 1)

* Fixes all the conflicts and all of our modular files using core icon files with broken paths

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-08-28 15:11:04 -04:00

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/obj/item/shrapnel // frag grenades
name = "shrapnel shard"
custom_materials = list(/datum/material/iron=50)
weak_against_armour = TRUE
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"
icon_state = "tiny"
sharpness = NONE
/obj/item/shrapnel/bullet // bullets
name = "bullet"
icon = 'icons/obj/weapons/guns/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
weak_against_armour = TRUE
dismemberment = 5
ricochets_max = 2
ricochet_chance = 70
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
hit_prone_targets = TRUE
sharpness = SHARP_EDGED
wound_bonus = 30
embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=1)
/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
embed_falloff_tile = -2
shrapnel_type = /obj/item/shrapnel/stingball
embedding = list(embed_chance=55, fall_chance=2, jostle_chance=7, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.7, pain_mult=3, jostle_pain_mult=3, rip_time=15)
/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_prone_targets = TRUE // ducking will save you from the first wave, but not the rebounds
/obj/projectile/bullet/pellet/stingball/mega
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/projectile/bullet/pellet/capmine
name = "\improper AP shrapnel shard"
range = 7
damage = 8
stamina = 8
sharpness = SHARP_EDGED
wound_bonus = 5
bare_wound_bonus = 5
ricochets_max = 2
ricochet_chance = 140
shrapnel_type = /obj/item/shrapnel/capmine
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)
wound_falloff_tile = 0
embed_falloff_tile = 0
/obj/item/shrapnel/capmine
name = "\improper AP shrapnel shard"
custom_materials = list(/datum/material/iron=50)
weak_against_armour = TRUE