mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
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79 lines
2.2 KiB
Plaintext
79 lines
2.2 KiB
Plaintext
/obj/item/projectile/bullet/c45 // Yes I know I am changing how .45 weapons work by making the basic ammo less-than-lethal. This just makes this easier in the long run with mags
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name = ".45 rubber bullet"
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damage = 10
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stamina = 30
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sharpness = NONE
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//I am an idiot, fucking coding oversights. If one ever makes a child of a object, MAKE SURE TO ADD IN VALUES TO ADJUST FROM PARENT stamina = 30 will be a reminder to that.
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/obj/item/projectile/bullet/c45/lethal
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name = ".45 bullet"
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damage = 30
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wound_bonus = -10
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stamina = 0
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wound_falloff_tile = -10
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sharpness = SHARP_EDGED
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/obj/item/projectile/bullet/c45/hydra
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name = ".45 Hydra-shock bullet"
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damage = 15
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stamina = 0
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armour_penetration = -65
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sharpness = SHARP_EDGED
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wound_bonus = 30
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bare_wound_bonus = 30
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embedding = list(embed_chance=75, fall_chance=3, jostle_chance=4, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.4, pain_mult=5, jostle_pain_mult=6, rip_time=10)
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wound_falloff_tile = -5
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embed_falloff_tile = -15
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/obj/item/projectile/bullet/c45/trac
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name = ".45 TRAC bullet"
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damage = 15
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stamina = 0
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/obj/item/projectile/bullet/c45/ion
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projectile_type = /obj/item/projectile/ion/weak
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/obj/item/projectile/bullet/c45/trac/on_hit(atom/target, blocked = FALSE)
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. = ..()
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var/mob/living/carbon/M = target
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var/obj/item/implant/tracking/c38/imp
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for(var/obj/item/implant/tracking/c38/TI in M.implants) //checks if the target already contains a tracking implant
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imp = TI
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return
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if(!imp)
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imp = new /obj/item/implant/tracking/c38(M)
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imp.implant(M)
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/obj/item/projectile/bullet/c45/hotshot //similar to incendiary bullets, but do not leave a flaming trail
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name = ".45 Hot Shot bullet"
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damage = 20
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stamina = 0
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sharpness = SHARP_EDGED
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/obj/item/projectile/bullet/c45/hotshot/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(6)
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M.IgniteMob()
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/obj/item/projectile/bullet/c45_cleaning
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sharpness = SHARP_EDGED
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/obj/item/projectile/energy/electrode/c45
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tase_duration = 40
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knockdown = 10
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stamina = 10
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knockdown_stamoverride = 5
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knockdown_stam_max = 40
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strong_tase = FALSE
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/obj/item/projectile/bullet/c9mm/rubber
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name = "9mm Rubber"
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damage = 5
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stamina = 30
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sharpness = NONE
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embedding = null
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