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https://github.com/ParadiseSS13/Paradise.git
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158 lines
3.6 KiB
Plaintext
158 lines
3.6 KiB
Plaintext
/obj/item/projectile/bullet
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name = "bullet"
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icon_state = "bullet"
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damage = 60
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damage_type = BRUTE
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nodamage = 0
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flag = "bullet"
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embed = 1
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on_hit(var/atom/target, var/blocked = 0)
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if (..(target, blocked))
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var/mob/living/L = target
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shake_camera(L, 3, 2)
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return 1
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return 0
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/obj/item/projectile/bullet/slug
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name = "slug"
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/obj/item/projectile/bullet/rubberbullet
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damage = 10
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stun = 5
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weaken = 5
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embed = 0
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/obj/item/projectile/bullet/weakbullet/booze
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embed = 0
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on_hit(var/atom/target, var/blocked = 0)
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if(..(target, blocked))
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var/mob/living/M = target
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M.dizziness += 20
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M:slurring += 20
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M.confused += 20
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M.eye_blurry += 20
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M.drowsyness += 20
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for(var/datum/reagent/ethanol/A in M.reagents.reagent_list)
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M.paralysis += 2
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M.dizziness += 10
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M:slurring += 10
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M.confused += 10
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M.eye_blurry += 10
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M.drowsyness += 10
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A.volume += 5 //Because we can
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/obj/item/projectile/bullet/midbullet12
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damage = 20
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stun = 5
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weaken = 5
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embed = 0
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/obj/item/projectile/bullet/midbullet9
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damage = 25
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/obj/item/projectile/bullet/midbullet45
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damage = 25
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stun = 1
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weaken = 1
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/obj/item/projectile/bullet/midbullet10 //Only used with the Stechkin Pistol - RobRichards
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damage = 30
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/obj/item/projectile/bullet/buck
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name = "pellet"
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damage = 15
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/obj/item/projectile/bullet/blank
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name = "blankshot"
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nodamage = 1
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/obj/item/projectile/bullet/suffocationbullet//How does this even work?
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name = "co bullet"
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damage = 20
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damage_type = OXY
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/obj/item/projectile/bullet/cyanideround
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name = "poison bullet"
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damage = 40
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damage_type = TOX
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/obj/item/projectile/bullet/burstbullet//I think this one needs something for the on hit
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name = "exploding bullet"
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damage = 20
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/obj/item/projectile/bullet/stunshot
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name = "stunshot"
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damage = 5
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stun = 10
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weaken = 10
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stutter = 10
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/obj/item/projectile/bullet/a762
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damage = 25
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/obj/item/projectile/bullet/incendiary
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name = "incendiary bullet"
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damage = 20
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/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/*
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/obj/item/projectile/bullet/dart
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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New()
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..()
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flags |= NOREACT
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create_reagents(50)
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on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(istype(target, /mob/living/carbon))
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var/mob/living/carbon/M = target
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if(M.can_inject(null,0,hit_zone)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
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reagents.trans_to(M, reagents.total_volume)
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return 1
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else
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target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
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"<span class='userdanger'>You were protected against the [name]!</span>")
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flags &= ~NOREACT
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reagents.handle_reactions()
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return 1
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*/
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/obj/item/projectile/bullet/dart/metalfoam
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New()
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..()
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reagents.add_reagent("aluminium", 15)
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reagents.add_reagent("foaming_agent", 5)
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reagents.add_reagent("pacid", 5)
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//This one is for future syringe guns update
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/obj/item/projectile/bullet/dart/syringe
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name = "syringe"
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icon = 'icons/obj/chemical.dmi'
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icon_state = "syringeproj"
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/obj/item/projectile/bullet/neurotoxin
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name = "neurotoxin spit"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/bullet/neurotoxin/on_hit(var/atom/target, var/blocked = 0)
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if(isalien(target))
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return 0
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..() // Execute the rest of the code.
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