slugs have even more damage falloff and overall shotgun pellet reworks (#17588)

* rolling it back more

* never mind i used my brain

* reduced spread of pellets

* forgor ironfeather
This commit is contained in:
Skrem_7
2023-02-04 07:57:14 -05:00
committed by GitHub
parent f17dd3f3f9
commit 0b6470fd86
3 changed files with 20 additions and 26 deletions

View File

@@ -11,7 +11,7 @@
desc = "A .357 Ironfeather shell that contains six pellets."
projectile_type = /obj/item/projectile/bullet/pellet/a357_ironfeather
pellets = 6
variance = 25 //Same spread and pellets as buckshot
variance = 20 //Same spread and pellets as buckshot
/obj/item/ammo_casing/a357/nutcracker
name = ".357 Nutcracker bullet casing"

View File

@@ -33,7 +33,7 @@
icon_state = "ishell2"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 5
variance = 35
variance = 30
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
@@ -68,7 +68,7 @@
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
variance = 20
/obj/item/ammo_casing/shotgun/buckshot/syndie
name = "syndicate buckshot shell"
@@ -82,7 +82,7 @@
icon_state = "flshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_flechette
pellets = 6
variance = 15
variance = 10
/obj/item/ammo_casing/shotgun/clownshot
name = "buckshot shell..?"
@@ -90,7 +90,7 @@
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_clownshot
pellets = 20
variance = 40
variance = 35
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
@@ -98,7 +98,7 @@
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 25
variance = 20
materials = list(/datum/material/iron=4000)
/obj/item/ammo_casing/shotgun/improvised
@@ -108,7 +108,7 @@
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
materials = list(/datum/material/iron=250)
pellets = 10
variance = 25
variance = 20
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
@@ -117,7 +117,7 @@
icon_state = "ionshell"
projectile_type = /obj/item/projectile/ion/weak
pellets = 4
variance = 35
variance = 30
/obj/item/ammo_casing/shotgun/laserbuckshot
name = "laser buckshot"
@@ -125,7 +125,7 @@
icon_state = "lshell"
projectile_type = /obj/item/projectile/beam/laser/buckshot
pellets = 5
variance = 35
variance = 30
/obj/item/ammo_casing/shotgun/uraniumpenetrator
name = "depleted uranium slug"
@@ -141,7 +141,7 @@
icon_state = "fshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_cryoshot
pellets = 4
variance = 35
variance = 30
/obj/item/ammo_casing/shotgun/techshell
name = "unloaded technological shell"
@@ -206,5 +206,5 @@
desc = "An advanced shotgun shell that uses stored electrical energy to discharge a massive shock on impact, arcing to nearby targets."
icon_state = "Thshell"
pellets = 3
variance = 30
variance = 25
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_thundershot

View File

@@ -1,9 +1,9 @@
/obj/item/projectile/bullet/shotgun/slug
name = "12g shotgun slug"
speed = 0.5 //Shotgun = slower
var/tile_dropoff = 2
var/tile_dropoff_s = 1.5
damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from damage falloff, negative AP, or spread
var/tile_dropoff = 3
var/tile_dropoff_s = 2.25
damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from spread or negative AP
sharpness = SHARP_POINTY
wound_bonus = -30
@@ -70,7 +70,7 @@
/obj/item/projectile/bullet/shotgun/slug/uranium
name = "depleted uranium slug"
icon_state = "ubullet"
damage = 26
damage = 35 //Most certainly to drop below 3-shot threshold because of damage falloff
armour_penetration = 60 // he he funny round go through armor
wound_bonus = -40
penetrating = TRUE //Goes through an infinite number of mobs
@@ -81,8 +81,6 @@
damage -= tile_dropoff
if(stamina > 0)
stamina -= tile_dropoff_s
if(damage < 0 && stamina < 0)
qdel(src)
/obj/item/projectile/bullet/pellet
speed = 0.5 //Shotgun = slower
@@ -92,14 +90,14 @@
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 12 //Total of 72 (big)
damage = 11 //Total of 66
wound_bonus = 5
bare_wound_bonus = 5
wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
/obj/item/projectile/bullet/pellet/shotgun_buckshot/syndie
name = "syndicate buckshot pellet"
damage = 15.5 //3.5 more damage so it sucks less?
damage = 14.5 //3.5 more damage so it sucks less?
wound_bonus = 2
bare_wound_bonus = 2
wound_falloff_tile = -2.5
@@ -107,7 +105,7 @@
/obj/item/projectile/bullet/pellet/shotgun_flechette
name = "flechette pellet"
speed = 0.4 //You're special
damage = 13
damage = 12
wound_bonus = 4
bare_wound_bonus = 4
armour_penetration = 40 //You're the exception of pellets not sucking against armor because ??
@@ -122,7 +120,7 @@
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
name = "rubbershot pellet"
damage = 3
stamina = 14.5 //Total of 87 (very big)
stamina = 13 //Total of 78 with less falloff (very big)
sharpness = SHARP_NONE
/obj/item/projectile/bullet/pellet/shotgun_cryoshot
@@ -142,11 +140,7 @@
damage = 6
wound_bonus = 0
bare_wound_bonus = 7.5
tile_dropoff = 0.35 //Will likely disappear anyway befoer this really matters
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
tile_dropoff = 0.35
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)