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Polaris/code/modules/projectiles/projectile/scatter.dm
Mechoid 282b42dbc1 Exosuit Modular Internals, The Squeakening (#7329)
* Begins work on internal exosuit components, similar to Borgs.

* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.

* Component Sprites

* Actually implement component repair, I knew I missed something.

* Magic numbers, properly typed lists, and indentations oh my

* Changeling
2020-08-05 16:20:46 -07:00

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/*
* Home of the purely submunition projectiles.
*/
/obj/item/projectile/scatter
name = "scatter projectile"
icon = 'icons/obj/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
unacidable = TRUE
pass_flags = PASSTABLE
mouse_opacity = 0
use_submunitions = TRUE
damage = 8
spread_submunition_damage = TRUE
only_submunitions = TRUE
range = 0 // Immediately deletes itself after firing, as its only job is to fire other projectiles.
submunition_spread_max = 30
submunition_spread_min = 2
submunitions = list(
/obj/item/projectile/bullet/pellet/shotgun/flak = 3
)
/*
* Energy
*/
/obj/item/projectile/scatter/laser
damage = 40
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/beam/prismatic = 4
)
/obj/item/projectile/beam/prismatic
name = "prismatic beam"
icon_state = "omnilaser"
damage = 10
damage_type = BURN
check_armour = "laser"
light_color = "#00C6FF"
stutter = 2
muzzle_type = /obj/effect/projectile/muzzle/laser_omni
tracer_type = /obj/effect/projectile/tracer/laser_omni
impact_type = /obj/effect/projectile/impact/laser_omni
/obj/item/projectile/scatter/ion
damage = 20
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/bullet/shotgun/ion = 3
)
/*
* Flame
*/
/obj/item/projectile/scatter/flamethrower
damage = 5
submunition_spread_max = 100
submunition_spread_min = 30
force_max_submunition_spread = TRUE
submunitions = list(
/obj/item/projectile/bullet/incendiary/flamethrower/tiny = 7
)
/*
* Ballistic
*/
/obj/item/projectile/scatter/flechette
damage = 60
submunition_spread_max = 40
submunition_spread_min = 10
submunitions = list(
/obj/item/projectile/bullet/magnetic/flechette/small = 4
)