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* [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>
90 lines
2.5 KiB
Plaintext
90 lines
2.5 KiB
Plaintext
/obj/item/shrapnel // frag grenades
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name = "shrapnel shard"
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custom_materials = list(/datum/material/iron=50)
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weak_against_armour = TRUE
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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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icon_state = "tiny"
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sharpness = NONE
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/obj/item/shrapnel/bullet // bullets
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name = "bullet"
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icon = 'icons/obj/weapons/guns/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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weak_against_armour = TRUE
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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_prone_targets = TRUE
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sharpness = SHARP_EDGED
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wound_bonus = 30
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embedding = list(embed_chance=70, ignore_throwspeed_threshold=TRUE, fall_chance=1)
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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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embed_falloff_tile = -2
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shrapnel_type = /obj/item/shrapnel/stingball
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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)
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/obj/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
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hit_prone_targets = TRUE // ducking will save you from the first wave, but not the rebounds
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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/capmine
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name = "\improper AP shrapnel shard"
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range = 7
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damage = 8
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stamina = 8
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sharpness = SHARP_EDGED
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wound_bonus = 5
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bare_wound_bonus = 5
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ricochets_max = 2
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ricochet_chance = 140
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shrapnel_type = /obj/item/shrapnel/capmine
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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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wound_falloff_tile = 0
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embed_falloff_tile = 0
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/obj/item/shrapnel/capmine
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name = "\improper AP shrapnel shard"
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custom_materials = list(/datum/material/iron=50)
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weak_against_armour = TRUE
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