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## About The Pull Request  Reworks flechette shells from... whatever it was that they were supposed to be before into an AP pellet round that primarily focuses on wounding power and embedding power over specifically dealing direct damage (16 as opposed to buckshot's 30). Useful if you want to maim as a priority. You can print flechette once science researches Exotic Ammunition. Nuclear Operatives also get flechette rounds as a Bulldog Shotgun magazine choice priced as a basic ammunition type. In addition, you can also acquire Donk Co. 'Donk Spike' flechette shells. These shells fire plastic darts! They can be purchased by Nuclear Operatives as a surplus option for Bulldog shotguns. 7 magazines for the price of one. Donk Co. 'Donk Spike' flechette was intended to be an alternative to the standard flechette but failed spectacularly once it hit the market. Due to a lack of confidence in the product, Donk Co. 'Donk Spike' flechette now appears in maintenance loot as potential trash, as Donk Co. dumped it in the millions into various landfills across the sector. You can also print it if you find the tech in a BEPIS tech disk. Does it work? Why don't you take a chance on Donk and find out? ## Why It's Good For The Game I'm not sure if the person who made the original flechette actually understood what each of the variables was supposed to be doing or how they actually worked. A bullet with an excessively negative standard wound power (for a pellet projectile) and low damage, but then an excessively high bare wound bonus (for a pellet projectile). But then some ricochet variables without ricochet being assigned to the bullet... and a demolition mod on a round meant to be weak against armor? Nonsensical. So I've reworked it into two unique rounds. The first serving a practical purpose and becoming an AP option when the crew typically begins seeing those options open up (such as x-ray lasers). The same can be said for nukies, who love AP options, but one focused on lasting wounds is handy too for keeping someone down. There isn't a milspec option; so for nukies, this isn't doing nearly as much upfront damage as buckshot or slugs. You buy this when you want someone not to be recovered with a LOT of medical attention. The second being more tongue in cheek, but also giving a surplus option for Bulldog shotguns, which I think are having ammunition problems even still. Surplus ammunition might slowly roll out for all the guns, but I'm mostly focusing on the ones that have some slight price disparity for total shots compared to other weapons. Also, shooting people full of plastic is kind of funny. ## Changelog 🆑 balance: Flechette has been reworked into an AP pellet round that embeds and wounds, but has less actual damage to buckshot. You can print it once Exotic Ammunition has been researched. Also available to Nuclear Operatives. add: Donk Co. 'Donk Spike' flechette rounds. No longer offered by Donk Co. It can sometimes shows up in trashbins and dumpsters. And operatives can buy it in bulk if they really feel like it. /🆑 --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
237 lines
9.4 KiB
Plaintext
237 lines
9.4 KiB
Plaintext
// Shotgun
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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worn_icon_state = "shell"
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caliber = CALIBER_SHOTGUN
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
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projectile_type = /obj/projectile/bullet/shotgun_slug
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newtonian_force = 1.25
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/obj/item/ammo_casing/shotgun/milspec
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name = "shotgun milspec slug"
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desc = "A 12 gauge milspec lead slug."
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projectile_type = /obj/projectile/bullet/shotgun_slug/milspec
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/obj/item/ammo_casing/shotgun/executioner
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name = "executioner slug"
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desc = "A 12 gauge lead slug purpose built to annihilate flesh on impact."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_slug/executioner
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/obj/item/ammo_casing/shotgun/pulverizer
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name = "pulverizer slug"
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desc = "A 12 gauge lead slug purpose built to annihilate bones on impact."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_slug/pulverizer
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5)
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projectile_type = /obj/projectile/bullet/shotgun_beanbag
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
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desc = "An incendiary-coated shotgun slug."
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icon_state = "ishell"
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projectile_type = /obj/projectile/bullet/incendiary/shotgun
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/obj/item/ammo_casing/shotgun/incendiary/no_trail
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name = "precision incendiary slug"
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desc = "An incendiary-coated shotgun slug, specially treated to only ignite on impact."
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projectile_type = /obj/projectile/bullet/incendiary/shotgun/no_trail
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/obj/item/ammo_casing/shotgun/dragonsbreath
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name = "dragonsbreath shell"
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desc = "A shotgun shell which fires a spread of incendiary pellets."
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icon_state = "ishell2"
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projectile_type = /obj/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 6
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variance = 15
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randomspread = TRUE
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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desc = "A stunning taser slug."
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icon_state = "stunshell"
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projectile_type = /obj/projectile/bullet/shotgun_stunslug
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*2.5)
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/obj/item/ammo_casing/shotgun/meteorslug
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name = "meteorslug shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
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icon_state = "mshell"
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projectile_type = /obj/projectile/bullet/cannonball/meteorslug
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/obj/item/ammo_casing/shotgun/pulseslug
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name = "pulse slug"
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desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
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energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
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would have difficulty with."
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icon_state = "pshell"
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projectile_type = /obj/projectile/beam/pulse/shotgun
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/obj/item/ammo_casing/shotgun/frag12
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name = "FRAG-12 slug"
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desc = "A high explosive breaching round for a 12 gauge shotgun."
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icon_state = "heshell"
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projectile_type = /obj/projectile/bullet/shotgun_frag12
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 15
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randomspread = TRUE
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/obj/item/ammo_casing/shotgun/buckshot/old
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projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/old
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can_misfire = TRUE
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misfire_increment = 2
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integrity_damage = 4
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/obj/item/ammo_casing/shotgun/buckshot/old/fire_casing(atom/target, mob/living/user, params, distro, quiet, zone_override, spread, atom/fired_from)
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. = ..()
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if(!fired_from)
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return
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(0, holder = fired_from, location = fired_from)
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/obj/item/ammo_casing/shotgun/buckshot/milspec
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name = "milspec buckshot shell"
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desc = "A 12 gauge buckshot shell, used by various paramilitaries and mercernary forces."
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projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot/milspec
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/obj/item/ammo_casing/shotgun/buckshot/spent
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projectile_type = null
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "rshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 15
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randomspread = TRUE
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
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/obj/item/ammo_casing/shotgun/incapacitate
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name = "custom incapacitating shot"
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desc = "A shotgun casing filled with... something. used to incapacitate targets."
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icon_state = "bountyshell"
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projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate
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pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
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variance = 25
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
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/obj/item/ammo_casing/shotgun/flechette
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name = "flechette shell"
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desc = "A shotgun casing filled with small metal darts. Pokes many tiny holes into meat and kevlar alike. Useful for turning someones insides \
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into outsides."
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icon_state = "flechette"
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projectile_type = /obj/projectile/bullet/pellet/flechette
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2)
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pellets = 8
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variance = 10
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/obj/item/ammo_casing/shotgun/flechette/donk
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name = "\improper Donk Co. 'Donk Spike' Shell"
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desc = "Donk Co., looking to create a new and exciting shell to move onto the open market, invented what they call the 'Donk Spike'. \
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A flechette not made from standard ferrous metals. But...plastic. It was a financial failure due to a complete lack of \
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confidence in the product. Now there are millions of these things in landfills across the sector. This is one such example. \
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Looks like a donk-pocket! Tastes like death!"
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icon_state = "flechette_donk"
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projectile_type = /obj/projectile/bullet/pellet/flechette/donk
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/plastic = SMALL_MATERIAL_AMOUNT * 2)
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pellets = 5
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
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The unique properties of the crystal split the pulse into a spread of individually weaker bolts."
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icon_state = "ionshell"
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projectile_type = /obj/projectile/ion/weak
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pellets = 4
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variance = 15
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randomspread = TRUE
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/obj/item/ammo_casing/shotgun/scatterlaser
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name = "scatter laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package."
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icon_state = "lshell"
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projectile_type = /obj/projectile/beam/scatter
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pellets = 6
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variance = 15
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randomspread = TRUE
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/obj/item/ammo_casing/shotgun/scatterlaser/emp_act(severity)
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. = ..()
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if(isnull(loaded_projectile) || !prob(40/severity))
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return
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name = "malfunctioning laser shell"
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desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a scatter laser weapon in a ballistic package. The capacitor powering this assembly appears to be smoking."
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projectile_type = /obj/projectile/beam/scatter/pathetic
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loaded_projectile = new projectile_type(src)
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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icon_state = "cshell"
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projectile_type = null
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/obj/item/ammo_casing/shotgun/techshell/Initialize(mapload)
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. = ..()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/meteorslug, /datum/crafting_recipe/pulseslug, /datum/crafting_recipe/dragonsbreath, /datum/crafting_recipe/ionslug)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/ammo_casing/shotgun/dart
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name = "shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 15 units of any chemical."
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icon_state = "cshell"
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projectile_type = /obj/projectile/bullet/dart
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var/reagent_amount = 15
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/obj/item/ammo_casing/shotgun/dart/Initialize(mapload)
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. = ..()
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create_reagents(reagent_amount, OPENCONTAINER)
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/shotgun/dart/large
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name = "XL shotgun dart"
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desc = "A dart for use in shotguns. Can be injected with up to 25 units of any chemical."
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reagent_amount = 25
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/obj/item/ammo_casing/shotgun/dart/bioterror
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name = "bioterror dart"
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desc = "An improved shotgun dart filled with deadly toxins. Can be injected with up to 30 units of any chemical."
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reagent_amount = 30
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/obj/item/ammo_casing/shotgun/dart/bioterror/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/consumable/ethanol/neurotoxin, 6)
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reagents.add_reagent(/datum/reagent/toxin/spore, 6)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 6) //;HELP OPS IN MAINT
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reagents.add_reagent(/datum/reagent/toxin/coniine, 6)
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reagents.add_reagent(/datum/reagent/toxin/sodium_thiopental, 6)
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/obj/item/ammo_casing/shotgun/breacher
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name = "breaching slug"
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desc = "A 12 gauge anti-material slug. Great for breaching airlocks and windows, quickly and efficiently."
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icon_state = "breacher"
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projectile_type = /obj/projectile/bullet/shotgun_breaching
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
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