mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-05 15:04:21 +00:00
[READY] Walks back combat refactor, plus ammo balance changes (#8728)
This commit is contained in:
@@ -113,8 +113,8 @@ var/global/list/magazine_overrides = list(
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/obj/item/ammo_magazine/ammo_box/b10mm = /obj/item/ammo_magazine/ammo_box/small,
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/obj/item/ammo_magazine/ammo_box/b44 = /obj/item/ammo_magazine/ammo_box/small,
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/obj/item/ammo_magazine/ammo_box/b45 = /obj/item/ammo_magazine/ammo_box/small,
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/obj/item/ammo_magazine/ammo_box/b145 = /obj/item/ammo_magazine/ammo_box/large,
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/obj/item/ammo_magazine/ammo_box/b145/highvel = /obj/item/ammo_magazine/ammo_box/large/ap,
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///obj/item/ammo_magazine/ammo_box/b145 = /obj/item/ammo_magazine/ammo_box/large, Seperation of 14.5
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///obj/item/ammo_magazine/ammo_box/b145/highvel = /obj/item/ammo_magazine/ammo_box/large/ap,
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/obj/item/ammo_magazine/ammo_box/b762 = /obj/item/ammo_magazine/ammo_box/medium,
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/obj/item/ammo_magazine/ammo_box/b545 = /obj/item/ammo_magazine/ammo_box/medium,
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/obj/item/ammo_magazine/ammo_box/b545/large = /obj/item/ammo_magazine/ammo_box/medium/large,
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@@ -82,7 +82,7 @@
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max_ammo = 30
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mag_type = MAGAZINE
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caliber = "small"
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matter = list(DEFAULT_WALL_MATERIAL = 800)
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matter = list(MAT_STEEL = 800)
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multiple_sprites = 1
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ammo_type = /obj/item/ammo_casing/simple/small
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@@ -122,7 +122,7 @@
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max_ammo = 50
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 1500)
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matter = list(MAT_STEEL = 1500)
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ammo_type = /obj/item/ammo_casing/simple/small
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/obj/item/ammo_magazine/smg_drum/empty
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@@ -156,7 +156,7 @@
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max_ammo = 30
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mag_type = MAGAZINE
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caliber = "medium"
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matter = list(DEFAULT_WALL_MATERIAL = 1400)
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matter = list(MAT_STEEL = 1400)
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multiple_sprites = 1
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ammo_type = /obj/item/ammo_casing/simple/medium
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@@ -192,7 +192,7 @@
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max_ammo = 20
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 1800)
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matter = list(MAT_STEEL = 1800)
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ammo_type = /obj/item/ammo_casing/simple/medium
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/obj/item/ammo_magazine/medium_small/empty
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@@ -227,7 +227,7 @@
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max_ammo = 50
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 2500)
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matter = list(MAT_STEEL = 2500)
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ammo_type = /obj/item/ammo_casing/simple/medium
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/obj/item/ammo_magazine/medium_drum/empty
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@@ -258,7 +258,7 @@
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caliber = "medium"
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mag_type = MAGAZINE | SPEEDLOADER //Act as both, because the garand will use you like a magazine bb
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 400)
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matter = list(MAT_STEEL = 400)
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ammo_type = /obj/item/ammo_casing/simple/medium
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/obj/item/ammo_magazine/clip/medium/empty
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@@ -294,7 +294,7 @@
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max_ammo = 100
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 8000)
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matter = list(MAT_STEEL = 8000)
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ammo_type = /obj/item/ammo_casing/simple/medium
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/obj/item/ammo_magazine/medium_box/empty
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@@ -326,7 +326,7 @@
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max_ammo = 7
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 2400)
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matter = list(MAT_STEEL = 2400)
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ammo_type = /obj/item/ammo_casing/simple/large
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/obj/item/ammo_magazine/large/empty
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@@ -354,7 +354,7 @@
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max_ammo = 100
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mag_type = MAGAZINE
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multiple_sprites = 1
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matter = list(DEFAULT_WALL_MATERIAL = 20000)
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matter = list(MAT_STEEL = 20000)
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ammo_type = /obj/item/ammo_casing/simple/large
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/obj/item/ammo_magazine/large_box/empty
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@@ -82,7 +82,7 @@ Leave this unticked by default. This was used to generate ammo_overrides.dm
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var/list/small_calibers = list(".380", "7.62x25mm", "9x18mm", ".45 LC", "9mm", ".45", "10mm", ".357", ".38", ".44")
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var/list/medium_calibers = list("5mm caseless", "7.62x54mmR", "7.92x33mm", "9.5x40mm", "7.62x39mm", "5.56x45mm", "7.62mm", "5.45mm", "9x39mm", "mauser", ".48")
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var/list/large_calibers = list(".338", ".50 BMG", "12.7x108mm", "14.5mm")
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var/list/large_calibers = list(".338", ".50 BMG", "12.7x108mm") //14.5 doesnt get overridden, its their own superheavy ammo
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var/list/override_calibers = small_calibers + medium_calibers + large_calibers
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var/output_small = ""
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var/output_medium = ""
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@@ -24,7 +24,7 @@ Small Weapons
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/obj/item/weapon/gun/projectile/revolver
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/lemat
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caliber = "small"
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@@ -34,7 +34,7 @@ Small Weapons
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/obj/item/weapon/gun/projectile/revolver/stainless
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/detective
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caliber = "small"
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@@ -49,17 +49,17 @@ Small Weapons
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/obj/item/weapon/gun/projectile/revolver/lombardi
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/lombardi/panther
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/lombardi/gold
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/cappeacekeeper
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caliber = "small"
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@@ -69,7 +69,7 @@ Small Weapons
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/obj/item/weapon/gun/projectile/revolver/mateba
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/deckard
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caliber = "small"
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@@ -94,22 +94,22 @@ Small Weapons
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/obj/item/weapon/gun/projectile/revolver/nova
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/cerberus
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/nagant
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/nagant/skinned
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/revolver/saa
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caliber = "small"
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@@ -261,12 +261,12 @@ Small Weapons
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/obj/item/weapon/gun/projectile/contender
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/contender/tacticool
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/colt
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caliber = "small"
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@@ -325,7 +325,7 @@ Small Weapons
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/obj/item/weapon/gun/projectile/derringer
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caliber = "small"
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ammo_type = /obj/item/ammo_casing/simple/small
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projectile_type = /obj/item/projectile/bullet/a357
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projectile_type = /obj/item/projectile/bullet/pistol/strong
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/obj/item/weapon/gun/projectile/luger
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caliber = "small"
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@@ -804,9 +804,9 @@ Large Weapons
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*/
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/* These are superheavy weapons, and the overrides dont even work on them anyway, 14.5 ammo will be its own seperate 'superheavy' ammo
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/obj/item/weapon/gun/projectile/heavysniper
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caliber = "large"
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caliber = "14.5"
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ammo_type = /obj/item/ammo_casing/simple/large
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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@@ -816,10 +816,10 @@ Large Weapons
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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/obj/item/weapon/gun/projectile/revolver/slab
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caliber = "large"
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caliber = "14.5" ////Editing these back to 14.5 bullets, these are extremely damaging and shouldnt be as free as 'large bullets'
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ammo_type = /obj/item/ammo_casing/simple/large
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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*/
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/obj/item/weapon/gun/projectile/automatic/serdy/awp
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caliber = "large"
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projectile_type = /obj/item/projectile/bullet/rifle/a338
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@@ -38,6 +38,7 @@
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var/obj/item/projectile/P = new projectile_type_real(src.loc)
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P.agony = round(P.damage * AMMO_RUBBER_AGONY_MULT) //In exchange for agony proportional to damage
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P.damage = round(P.damage * AMMO_RUBBER_DAMAGE_MULT) //Severely reduced damage
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P.sharp = FALSE //Rubber shot shouldnt bleed you
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qdel(src)
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return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
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if(ammo_flags & AMMO_FLAG_HUNTER)
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@@ -76,7 +77,6 @@
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desc = "A medium bullet casing, probably fit for a rifle"
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caliber = "medium"
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icon_state = "rifle-casing"
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projectile_type = /obj/item/projectile/bullet/rifle/a545
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matter = list(MAT_STEEL = 180)
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ammo_flags = AMMO_FLAG_MEDIUM
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@@ -84,7 +84,6 @@
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desc = "A large bullet casing, probably fit for a sniper."
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icon_state = "lcasing"
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caliber = "large"
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projectile_type = /obj/item/projectile/bullet/rifle/a338
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matter = list(MAT_STEEL = 800)
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ammo_flags = AMMO_FLAG_LARGE
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@@ -49,7 +49,7 @@
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/obj/item/projectile/bullet/rifle/clockwork
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fire_sound = 'modular_chomp/sound/weapons/clockwork/cwc_rifle_fire.ogg'
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damage = 10
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damage = 20 //Old 10
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hud_state = "rifle_heavy"
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/obj/item/projectile/beam/shock/clockwork
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@@ -62,7 +62,7 @@
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tracer_type = /obj/effect/projectile/tracer/voltbeam
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impact_type = /obj/effect/projectile/impact/voltbeam
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damage = 20
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damage = 40 //Old 20
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agony = 15
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eyeblur = 2
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hitsound = 'sound/effects/lightningshock.ogg'
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@@ -1,3 +1,4 @@
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/* Combat refactor walkback
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/obj/item/projectile/beam
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damage = 20
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@@ -43,27 +44,28 @@
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/obj/item/projectile/beam/precursor
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damage = 25
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*/
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//Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage.
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/obj/item/projectile/beam/phaser //The "medium" phaser beam.
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damage = 10
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//damage = 10
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SA_bonus_damage = 10
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/obj/item/projectile/beam/phaser/light
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damage = 5
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//damage = 5
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SA_bonus_damage = 5
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/obj/item/projectile/beam/phaser/heavy
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damage = 12
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//damage = 12
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SA_bonus_damage = 12
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/obj/item/projectile/beam/phaser/heavy/cannon
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damage = 15
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//damage = 15
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SA_bonus_damage = 15
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/obj/item/projectile/scatter/laser
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damage = 20
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damage = 40 //Old 20
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submunition_spread_max = 40
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submunition_spread_min = 10
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@@ -75,7 +77,7 @@
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/obj/item/projectile/beam/prismatic
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name = "prismatic beam"
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icon_state = "omnilaser"
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damage = 5
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damage = 10 //Old 5?
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damage_type = BURN
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check_armour = "laser"
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light_color = "#00C6FF"
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light_color = "#00C6FF"
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@@ -1,6 +1,6 @@
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/obj/item/projectile/bullet
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damage = 25 //seems many bullets use this vaule for some reason
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/* Combat refactor walkback, default bullets do 60 damage I think so im keeping this, were not getting the CR20 incident again lol
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/obj/item/projectile/bullet/pistol
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damage = 10
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@@ -126,4 +126,5 @@
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muzzle_type = null
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/obj/item/projectile/bullet/pellet/fragment/strong
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damage = 7
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damage = 7
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*/
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@@ -1,18 +1,19 @@
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//I think most of the energy weapons are security but I regonize a few of this from the aliens and drones.
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//Combat refactor walkback, damage values will be reverted but bonuses and AP will stay, idk if this will affect balance
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/obj/item/projectile/energy/excavate
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damage = 20
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//damage = 20
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armor_penetration = 60
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/obj/item/projectile/energy/excavate/weak
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damage = 10
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//damage = 10
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excavation_amount = 100
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/obj/item/projectile/energy/acid
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damage = 15
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//damage = 15
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/obj/item/projectile/energy/neurotoxin/toxic
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damage = 10
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//
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/obj/item/projectile/energy/phase/bolt
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range = 4
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SA_bonus_damage = 15 // 30 total on animals
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@@ -25,11 +26,11 @@
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hud_state = "taser"
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/obj/item/projectile/energy/plasma/vepr
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damage = 30
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//damage = 30
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armor_penetration = 15
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/obj/item/projectile/energy/phase
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damage = 5
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//damage = 5
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SA_bonus_damage = 15
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armor_penetration = 0
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SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
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@@ -39,11 +40,11 @@
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy
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damage = 5
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//damage = 5
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SA_bonus_damage = 20
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armor_penetration = 0
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/obj/item/projectile/energy/phase/heavy/cannon
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damage = 5
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//damage = 5
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SA_bonus_damage = 35
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armor_penetration = 0
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armor_penetration = 0
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@@ -1,3 +1,4 @@
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//File has been unticked due to combat refactor walk-back, things do more damage now
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/obj/item/weapon/gun/energy
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charge_cost = 80
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@@ -90,4 +91,4 @@
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list(mode_name="stun", fire_delay = 8, projectile_type= /obj/item/projectile/beam/stun, modifystate="x01stun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 80),
|
||||
list(mode_name="laser", fire_delay = 8, projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 160),
|
||||
list(mode_name="gauss", fire_delay=15, projectile_type=/obj/item/projectile/energy/gauss, modifystate="x01gauss", fire_sound='sound/weapons/gauss_shoot.ogg', charge_cost = 120)
|
||||
)
|
||||
)
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
//Oh this are apparently a thing
|
||||
// Rod for railguns. Slightly less nasty than the sniper round.
|
||||
//Combat refactor walkback, keeping AP and SA bonus
|
||||
/*
|
||||
/obj/item/projectile/bullet/magnetic
|
||||
damage = 33
|
||||
|
||||
@@ -14,11 +16,11 @@
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/flechette/small/khi
|
||||
damage = 9
|
||||
|
||||
*/
|
||||
/obj/item/projectile/bullet/magnetic/flechette/hunting
|
||||
armor_penetration = 15
|
||||
SA_bonus_damage = 20
|
||||
|
||||
/*
|
||||
/obj/item/projectile/bullet/magnetic/heated/weak
|
||||
damage = 7
|
||||
|
||||
@@ -35,4 +37,5 @@
|
||||
damage = 7
|
||||
|
||||
/obj/item/projectile/bullet/magnetic/bore
|
||||
damage = 10
|
||||
damage = 10
|
||||
*/
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "impact_beam_heavy"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 25
|
||||
damage = 60 //Old 25
|
||||
armor_penetration = 30
|
||||
light_range = 3
|
||||
light_power = 1
|
||||
@@ -17,7 +17,7 @@
|
||||
icon_state = "impact_laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 20
|
||||
damage = 40 //old 20
|
||||
armor_penetration = 10
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
@@ -27,7 +27,7 @@
|
||||
icon_state = "impact_laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 10
|
||||
damage = 30 //Old 10
|
||||
armor_penetration = 0
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
@@ -38,7 +38,7 @@
|
||||
icon_state = "impact_laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 10
|
||||
damage = 20 //Old 10
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
name = "inversion blast"
|
||||
icon = 'icons/obj/projectiles_impact.dmi'
|
||||
icon_state = "impact_invert"
|
||||
damage = 15
|
||||
damage = 30 //old 15
|
||||
armor_penetration = 60
|
||||
damage_type = BURN
|
||||
check_armour = "laser"
|
||||
@@ -74,14 +74,14 @@
|
||||
light_color = "#FF0099"
|
||||
|
||||
hud_state = "plasma_rifle"
|
||||
damage = 25
|
||||
damage = 48 //Old 25
|
||||
armor_penetration = 10
|
||||
|
||||
|
||||
//Eclipse mob stuff
|
||||
|
||||
/obj/item/projectile/energy/blob/moth
|
||||
damage = 15
|
||||
damage = 30 //old 15
|
||||
armor_penetration = 15
|
||||
my_chems = list("fuel", "mold")
|
||||
flammability = 0.25
|
||||
@@ -97,7 +97,7 @@
|
||||
speed = 3.2
|
||||
|
||||
/obj/item/projectile/energy/electrode/eclipse
|
||||
damage = 20
|
||||
damage = 40 //old 20
|
||||
damage_type = BURN
|
||||
color = "#38b9ff"
|
||||
speed = 3.2
|
||||
@@ -114,22 +114,22 @@
|
||||
|
||||
/obj/item/projectile/energy/mob/heavysniper
|
||||
armor_penetration = 40
|
||||
damage = 40
|
||||
damage = 60 //Old 40, not doubling that lol
|
||||
speed = 1.2
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
name = "sniper beam"
|
||||
icon_state = "impact_xray"
|
||||
|
||||
/obj/item/projectile/energy/declone/burn
|
||||
damage = 15
|
||||
damage = 30 //Old 15
|
||||
nodamage = 0
|
||||
speed = 3.2
|
||||
irradiate = 30
|
||||
|
||||
/obj/item/projectile/energy/mob/ionbeam
|
||||
name = "Ion Burst"
|
||||
damage = 10
|
||||
damage = 20 //Old 10
|
||||
damage_type = ELECTROMAG
|
||||
light_color = "#00CCFF"
|
||||
icon_state = "impact_blue"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
Reference in New Issue
Block a user