a little bit
This commit is contained in:
CygnusB
2021-04-02 13:54:37 -03:00
parent bb91f71d5a
commit b96cb9c99e
15 changed files with 24 additions and 20 deletions

View File

@@ -1,7 +1,7 @@
/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 40
damage_type = BURN
@@ -30,24 +30,28 @@
/obj/item/projectile/beam/weaklaser
name = "weak laser"
icon_state = "laser"
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
damage = 15
/obj/item/projectile/beam/smalllaser
damage = 25
fire_sound = 'sound/weapons/weaponsounds_laserweak.ogg'
/obj/item/projectile/beam/burstlaser
damage = 30
fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
armor_penetration = 10
/obj/item/projectile/beam/midlaser
damage = 40
fire_sound = 'sound/weapons/weaponsounds_lasermid.ogg'
armor_penetration = 10
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
fire_sound = 'sound/weapons/lasercannonfire.ogg'
fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg'
damage = 60
armor_penetration = 30
light_range = 3

View File

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