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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
147 lines
3.8 KiB
Plaintext
147 lines
3.8 KiB
Plaintext
/obj/projectile/bullet/shotgun_slug
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name = "12g shotgun slug"
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icon_state = "pellet"
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damage = 50
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sharpness = SHARP_POINTY
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wound_bonus = 0
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/obj/projectile/bullet/shotgun_slug/executioner
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name = "executioner slug" // admin only, can dismember limbs
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sharpness = SHARP_EDGED
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wound_bonus = 80
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/obj/projectile/bullet/shotgun_slug/pulverizer
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name = "pulverizer slug" // admin only, can crush bones
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sharpness = NONE
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wound_bonus = 80
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/obj/projectile/bullet/shotgun_beanbag
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name = "beanbag slug"
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icon_state = "pellet"
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damage = 10
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stamina = 55
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wound_bonus = 20
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sharpness = NONE
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embed_type = null
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/obj/projectile/bullet/shotgun_beanbag/a40mm
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name = "rubber slug"
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icon_state = "cannonball"
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damage = 20
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stamina = 160 //BONK
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wound_bonus = 30
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weak_against_armour = TRUE
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/obj/projectile/bullet/incendiary/shotgun
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name = "incendiary slug"
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icon_state = "pellet"
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damage = 20
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/obj/projectile/bullet/incendiary/shotgun/no_trail
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name = "precision incendiary slug"
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damage = 35
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leaves_fire_trail = FALSE
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/obj/projectile/bullet/incendiary/shotgun/dragonsbreath
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name = "dragonsbreath pellet"
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damage = 5
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/obj/projectile/bullet/shotgun_stunslug
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name = "stunslug"
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damage = 5
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paralyze = 100
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stutter = 10 SECONDS
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jitter = 40 SECONDS
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range = 7
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icon_state = "spark"
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color = COLOR_YELLOW
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embed_type = null
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/obj/projectile/bullet/shotgun_frag12
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name ="frag12 slug"
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icon_state = "pellet"
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damage = 15
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paralyze = 10
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/obj/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = 0, pierce_hit)
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..()
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explosion(target, devastation_range = -1, light_impact_range = 1, explosion_cause = src)
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return BULLET_ACT_HIT
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/obj/projectile/bullet/pellet
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icon_state = "pellet"
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damage_falloff_tile = -0.45
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/obj/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 7.5
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wound_bonus = 5
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bare_wound_bonus = 5
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wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
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/**
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* A slightly weaker version of the buckshot, available from the blackmarket.
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* The casings they're in have a very small chance to misfire and will gradually damage the firearm, making it weaker.
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*/
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/obj/projectile/bullet/pellet/shotgun_buckshot/old
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damage_falloff_tile = -0.47
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wound_bonus = -100
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bare_wound_bonus = -100
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/obj/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubber shot pellet"
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damage = 3
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stamina = 11
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sharpness = NONE
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embed_type = null
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speed = 1.2
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stamina_falloff_tile = -0.25
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ricochets_max = 4
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ricochet_chance = 120
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ricochet_decay_chance = 0.9
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ricochet_decay_damage = 0.8
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ricochet_auto_aim_range = 2
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ricochet_auto_aim_angle = 30
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ricochet_incidence_leeway = 75
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/// Subtracted from the ricochet chance for each tile traveled
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var/tile_dropoff_ricochet = 4
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/obj/projectile/bullet/pellet/shotgun_rubbershot/Range()
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if(ricochet_chance > 0)
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ricochet_chance -= tile_dropoff_ricochet
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. = ..()
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/obj/projectile/bullet/pellet/shotgun_incapacitate
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name = "incapacitating pellet"
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damage = 1
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stamina = 6
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embed_type = null
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/obj/projectile/bullet/pellet/flechette
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name = "flechette"
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icon_state = "flechette"
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damage = 6
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wound_bonus = -25
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bare_wound_bonus = 50
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wound_falloff_tile = -10
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speed = 0.8
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ricochet_decay_chance = 0.6
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ricochet_decay_damage = 0.3
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demolition_mod = 10
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weak_against_armour = TRUE
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// Mech Scattershot
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/obj/projectile/bullet/scattershot
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icon_state = "pellet"
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damage = 24
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//Breaching Ammo
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/obj/projectile/bullet/shotgun_breaching
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name = "12g breaching round"
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desc = "A breaching round designed to destroy airlocks and windows with only a few shots. Ineffective against other targets."
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hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
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damage = 5 //does shit damage to everything except doors and windows
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demolition_mod = 200 //one shot to break a window or grille, or two shots to breach an airlock door
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