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* ballin * sprite change * curse of balance * Update code/game/objects/items/weapons/storage/boxes.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com> --------- Signed-off-by: PopeDaveThe3th <80988376+PopeDaveThe3th@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
97 lines
3.2 KiB
Plaintext
97 lines
3.2 KiB
Plaintext
#define DEFAULT_SHRAPNEL_RANGE 5
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/obj/item/grenade/frag
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name = "fragmentation grenade"
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desc = "A grenade with a specially designed casing that will launch lethal fragments in all directions upon detonation. Fire in the hole!"
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icon_state = "frag"
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item_state = "grenade"
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origin_tech = "materials=3;magnets=4"
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/// How much shrapnel the grenade will launch.
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var/shrapnel_contained = 20
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/// The type of projectile that will fired.
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var/embedded_type = /obj/item/projectile/bullet/shrapnel
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/obj/item/grenade/frag/prime()
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update_mob()
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explosion(loc, 0, 1, DEFAULT_SHRAPNEL_RANGE, cause = name, breach = FALSE)
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create_shrapnel(loc, shrapnel_contained, shrapnel_type = embedded_type)
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qdel(src)
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/obj/item/grenade/frag/stinger
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name = "stingball grenade"
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desc = "A specialized less-lethal hand grenade used for police action. Launches hard rubber balls in all directions upon detonation."
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icon_state = "stinger"
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item_state = "grenade"
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det_time = 5 SECONDS
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modifiable_timer = FALSE
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shrapnel_contained = 50
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embedded_type = /obj/item/projectile/bullet/pellet/rubber/stinger
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/obj/item/grenade/frag/prime()
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update_mob()
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explosion(loc, 0, 0, 0, 0, DEFAULT_SHRAPNEL_RANGE + 2, cause = name, breach = FALSE)
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create_shrapnel(loc, shrapnel_contained, shrapnel_type = embedded_type)
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qdel(src)
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/**
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* Shrapnel that flies through the air and hits you
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*/
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/obj/item/projectile/bullet/shrapnel
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name = "shrapnel"
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icon_state = "magspear"
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gender = PLURAL
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range = DEFAULT_SHRAPNEL_RANGE
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damage = 1 // 1 damage, to trigger stuff that reacts to damage. Rest of the damage is done through the physical shrapnel
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var/embed_prob = 100 //reduced by armor
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var/embedded_type = /obj/item/shrapnel
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/obj/item/projectile/bullet/shrapnel/on_hit(atom/target, blocked)
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. = ..()
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var/obj/item/new_possible_embed = new embedded_type(get_turf(src)) // drop it on the floor if we hit somethig non-living
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if(!.)
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return
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if(!ishuman(target))
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return
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var/mob/living/carbon/human/H = target
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if(!prob(embed_prob - ARMOUR_VALUE_TO_PERCENTAGE(H.getarmor(null, BOMB))))
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to_chat(H, "<span class='warning'>Shrapnel bounces off your armor!</span>")
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return
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H.try_embed_object(new_possible_embed)
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/obj/item/projectile/bullet/shrapnel/on_range()
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var/obj/item/we_missed = new embedded_type(get_turf(src)) // we missed, lets toss the shrapnel
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var/range = gaussian(4, 2)
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if(range > 0)
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var/atom/i_wasnt_aiming_for_the_truck = get_angle_target_turf(get_turf(src), Angle, range)
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we_missed.throw_at(i_wasnt_aiming_for_the_truck, 16, 3)
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return ..()
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/**
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* Shrapnel projectiles turn into this after trying to embed
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*/
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/obj/item/shrapnel
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name = "shrapnel"
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desc = "Metal shards at high velocity, a classic method of blowing your enemies up."
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icon = 'icons/obj/shards.dmi'
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icon_state = "shrapnel1"
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force = 8 // its a sharp piece of metal, but still not very effective
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gender = PLURAL
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embed_chance = 100
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embedded_fall_chance = 0
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w_class = WEIGHT_CLASS_SMALL
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sharp = TRUE
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hitsound = 'sound/weapons/pierce.ogg'
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scatter_distance = 8
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/obj/item/shrapnel/Initialize(mapload)
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. = ..()
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icon_state = pick("shrapnel1", "shrapnel2", "shrapnel3")
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scatter_atom()
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/obj/item/shrapnel/decompile_act(obj/item/matter_decompiler/C, mob/user)
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qdel(src)
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return TRUE
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#undef DEFAULT_SHRAPNEL_RANGE
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