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* Removes Tactical Resting (#61552) About The Pull Request If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through. Why It's Good For The Game The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid. The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed. Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid. It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit. Changelog cl balance: If you are on Combat Mode, your bullets no longer pass through prone people /cl * Removes Tactical Resting Co-authored-by: Fikou <23585223+Fikou@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/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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