mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2025-12-10 04:06:00 +00:00
we pog
a little bit
This commit is contained in:
@@ -1,7 +1,7 @@
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/obj/item/projectile/beam
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name = "laser"
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icon_state = "laser"
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fire_sound = 'sound/weapons/Laser.ogg'
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fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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damage = 40
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damage_type = BURN
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@@ -30,24 +30,28 @@
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/obj/item/projectile/beam/weaklaser
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name = "weak laser"
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icon_state = "laser"
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fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
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damage = 15
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/obj/item/projectile/beam/smalllaser
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damage = 25
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fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
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/obj/item/projectile/beam/burstlaser
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damage = 30
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fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
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armor_penetration = 10
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/obj/item/projectile/beam/midlaser
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damage = 40
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fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
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armor_penetration = 10
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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fire_sound = 'sound/weapons/lasercannonfire.ogg'
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fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
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damage = 60
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armor_penetration = 30
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light_range = 3
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@@ -1,7 +1,7 @@
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/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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fire_sound = 'sound/weapons/Gunshot4.ogg'
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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@@ -65,7 +65,7 @@
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/* short-casing projectiles, like the kind used in pistols or SMGs */
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/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
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fire_sound = 'sound/weapons/gunshot2.ogg'
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fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
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damage = 20
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/obj/item/projectile/bullet/pistol/ap
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@@ -90,7 +90,7 @@
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holy = TRUE
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/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
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fire_sound = 'sound/weapons/weaponsounds_pistolshot.ogg' // Snappier sound.
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damage = 25
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/obj/item/projectile/bullet/pistol/medium/ap
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@@ -128,11 +128,11 @@
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speed = 0.2 // this is 4x projectile speed
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/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
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fire_sound = 'sound/weapons/gunshot4.ogg'
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
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damage = 60
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/obj/item/projectile/bullet/pistol/strong/silver //Because all Demons need to die
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fire_sound = 'sound/weapons/gunshot4.ogg'
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg'
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damage = 40
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SA_bonus_damage = 80 // 120 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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@@ -140,7 +140,7 @@
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holy = TRUE
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/obj/item/projectile/bullet/pistol/rubber/strong // "Rubber" bullets for high power pistols.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
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fire_sound = 'sound/weapons/weaponsounds_heavypistolshot.ogg' // Rubber shots have less powder, but these still have more punch than normal rubber shot.
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damage = 10
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agony = 60
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embed_chance = 0
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@@ -154,10 +154,10 @@
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embed_chance = 0
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sharp = 0
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check_armour = "melee"
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fire_sound ='sound/weapons/Gunshot_pathetic.ogg' // Rubber shots have less powder in the casing.
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fire_sound ='sound/weapons/weaponsounds_smallpistolshot.ogg' // It may be rubber shots but it's still a gun homie it shouldn't be as pathetic as it was
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/obj/item/projectile/bullet/pistol/spin // Special weak ammo for Service Spin mode.
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fire_sound = 'sound/weapons/gunshot2.ogg'
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fire_sound = 'sound/weapons/weaponsounds_smallpistolshot.ogg'
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damage = 5
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SA_bonus_damage = 10 // 15 total against demons
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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@@ -167,7 +167,7 @@
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 50
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armor_penetration = 15
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@@ -183,7 +183,7 @@
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//Overall less damage than slugs in exchange for more damage at very close range and more embedding
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/obj/item/projectile/bullet/pellet/shotgun
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name = "shrapnel"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 13
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pellets = 6
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range_step = 1
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@@ -198,7 +198,7 @@
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// This is my boomstick,
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/obj/item/projectile/bullet/pellet/shotgun/silver
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name = "shrapnel"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 10
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SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
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@@ -210,7 +210,7 @@
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/obj/item/projectile/bullet/shotgun/stake
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name = "stake"
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fire_sound = 'sound/weapons/Gunshot_shotgun.ogg'
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fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
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damage = 50
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armor_penetration = 15
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SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
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@@ -242,11 +242,11 @@
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penetrating = 1
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/obj/item/projectile/bullet/rifle/a762
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fire_sound = 'sound/weapons/Gunshot_heavy.ogg'
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fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
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damage = 35
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/obj/item/projectile/bullet/rifle/a762/sniper // Hitscan specifically for sniper ammo; to be implimented at a later date, probably for the SVD. -Ace
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fire_sound = 'sound/weapons/Gunshot_sniper.ogg'
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fire_sound = 'sound/weapons/weaponsounds_heavyrifleshot.ogg'
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hitscan = 1 //so the ammo isn't useless as a sniper weapon
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/obj/item/projectile/bullet/rifle/a762/ap
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@@ -285,7 +285,7 @@
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holy = TRUE
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/obj/item/projectile/bullet/rifle/a545
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg'
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damage = 25
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/obj/item/projectile/bullet/rifle/a545/ap
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@@ -399,7 +399,7 @@
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/obj/item/projectile/bullet/blank
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name = "blank"
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damage_type = HALLOSS
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fire_sound = 'sound/weapons/Gunshot_generic_rifle.ogg' // Blanks still make loud noises.
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fire_sound = 'sound/weapons/weaponsounds_rifleshot.ogg' // Blanks still make loud noises.
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damage = 0
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nodamage = 1
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embed_chance = 0
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