From 4a4b481d32e5615076481b4c9ff180ea63204b08 Mon Sep 17 00:00:00 2001 From: woodratt Date: Wed, 27 Jul 2016 17:05:17 -0700 Subject: [PATCH] Grenade Buff Tweaked the code some, changed the number of fragments spawned from 50 to 63. Damage remains the same, fragments now have a thirty percent armor pen. This also means that how lethal grenades are has gone up by a lot. One landing at your feet is lethal. Standing next to one will seriously hurt. Tile or two back the dropoff is still in effect. Basically need some live testing in round with real folk to get a idea of how bad or good this will be. Will likely need to tweak the damage downwards instead of upwards. --- code/game/objects/items/weapons/grenades/explosive.dm | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) diff --git a/code/game/objects/items/weapons/grenades/explosive.dm b/code/game/objects/items/weapons/grenades/explosive.dm index e3e2ecdd750..62d13c3a2bf 100644 --- a/code/game/objects/items/weapons/grenades/explosive.dm +++ b/code/game/objects/items/weapons/grenades/explosive.dm @@ -17,7 +17,8 @@ //Explosive grenade projectile, borrowed from fragmentation grenade code. /obj/item/projectile/bullet/pellet/fragment damage = 10 - range_step = 2 + armor_penetration = 30 + range_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer. base_spread = 0 //causes it to be treated as a shrapnel explosion instead of cone spread_step = 20 @@ -32,9 +33,8 @@ icon_state = "frggrenade" item_state = "grenade" - var/num_fragments = 50 //total number of fragments produced by the grenade - var/fragment_damage = 10 - var/damage_step = 2 //projectiles lose a fragment each time they travel this distance. Can be a non-integer. + var/fragment_type = /obj/item/projectile/bullet/pellet/fragment + var/num_fragments = 63 //total number of fragments produced by the grenade var/explosion_size = 2 //size of the center explosion //The radius of the circle used to launch projectiles. Lower values mean less projectiles are used but if set too low gaps may appear in the spread pattern @@ -56,9 +56,7 @@ for(var/turf/T in target_turfs) var/obj/item/projectile/bullet/pellet/fragment/P = new (O) - P.damage = fragment_damage P.pellets = fragments_per_projectile - P.range_step = damage_step P.shot_from = src.name P.launch(T)