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Bubberstation/code/game/objects/items/shrapnel.dm
paganiy 8326dd1021 Auto-aim in combat mode at mobs on the floor is disabled after 10 tiles. (#83270)
## About The Pull Request
As stated in the title, auto-aiming at prone targets is disabled after
the projectile passed more than 10 tiles (the limit of vision of an
ordinary spaceman is 9 tiles). Within 10 tiles, shooting in combat mode
remains unchanged. This also does not apply to sniper rifles.
Here's a preview of how it works:

https://github.com/tgstation/tgstation/assets/126676387/d62fbb03-9f63-4a73-a32a-62b4d11e4515
## Why It's Good For The Game
The main problem of shooting in combat mode is shooting in busy
corridors. Often, you are unwilling to become a participant in the
security's pursuit of the antagonist, and receive unintended
projectiles. You will be lucky if the projectile turns out to be
non-lethal, but if it is a laser, you can get a second-degree burn or
even a catastrophic one from just one shot. (depending on which laser
was fired and where you were hit), which is not very pleasant. To stay
unharmed and simplify the work of security, it is logical to lie down on
the floor.
This will not revive the lie-down meta to dodge projectiles, because
within sight of the spaceman and even a little further, lying targets
will still be hit by projectiles. And if you decide to lie down during
the chase to dodge the projectiles, then the pursuers will quickly catch
up with you and shoot you in combat mode.
## Changelog
🆑
balance: Auto-aim in combat mode at mobs on the floor is disabled after
the projectile passes 10 tiles.
/🆑

---------

Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com>
2024-05-22 08:34:59 -04:00

104 lines
2.9 KiB
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/obj/item/shrapnel // frag grenades
name = "shrapnel shard"
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5)
weak_against_armour = TRUE
icon = 'icons/obj/debris.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
ignore_range_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/short_range
range = 5
/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/shrapnel/ied
name = "flying glass shrapnel"
damage = 15
range = 6
ricochets_max = 1
ricochet_chance = 40
shrapnel_type = /obj/item/shard
ricochet_incidence_leeway = 60
/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
ignore_range_hit_prone_targets = TRUE
/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= SMALL_MATERIAL_AMOUNT * 0.5)
weak_against_armour = TRUE