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https://github.com/yogstation13/Yogstation.git
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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
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@@ -11,7 +11,7 @@
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desc = "A .357 Ironfeather shell that contains six pellets."
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projectile_type = /obj/item/projectile/bullet/pellet/a357_ironfeather
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pellets = 6
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variance = 25 //Same spread and pellets as buckshot
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variance = 20 //Same spread and pellets as buckshot
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/obj/item/ammo_casing/a357/nutcracker
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name = ".357 Nutcracker bullet casing"
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@@ -33,7 +33,7 @@
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icon_state = "ishell2"
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projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
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pellets = 5
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variance = 35
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variance = 30
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
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@@ -68,7 +68,7 @@
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
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pellets = 6
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variance = 25
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variance = 20
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/obj/item/ammo_casing/shotgun/buckshot/syndie
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name = "syndicate buckshot shell"
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@@ -82,7 +82,7 @@
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icon_state = "flshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_flechette
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pellets = 6
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variance = 15
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variance = 10
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/obj/item/ammo_casing/shotgun/clownshot
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name = "buckshot shell..?"
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@@ -90,7 +90,7 @@
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_clownshot
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pellets = 20
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variance = 40
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variance = 35
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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@@ -98,7 +98,7 @@
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
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pellets = 6
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variance = 25
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variance = 20
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materials = list(/datum/material/iron=4000)
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/obj/item/ammo_casing/shotgun/improvised
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@@ -108,7 +108,7 @@
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
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materials = list(/datum/material/iron=250)
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pellets = 10
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variance = 25
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variance = 20
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/obj/item/ammo_casing/shotgun/ion
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name = "ion shell"
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@@ -117,7 +117,7 @@
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icon_state = "ionshell"
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projectile_type = /obj/item/projectile/ion/weak
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pellets = 4
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variance = 35
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variance = 30
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/obj/item/ammo_casing/shotgun/laserbuckshot
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name = "laser buckshot"
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@@ -125,7 +125,7 @@
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icon_state = "lshell"
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projectile_type = /obj/item/projectile/beam/laser/buckshot
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pellets = 5
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variance = 35
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variance = 30
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/obj/item/ammo_casing/shotgun/uraniumpenetrator
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name = "depleted uranium slug"
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@@ -141,7 +141,7 @@
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icon_state = "fshell"
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_cryoshot
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pellets = 4
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variance = 35
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variance = 30
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/obj/item/ammo_casing/shotgun/techshell
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name = "unloaded technological shell"
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@@ -206,5 +206,5 @@
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desc = "An advanced shotgun shell that uses stored electrical energy to discharge a massive shock on impact, arcing to nearby targets."
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icon_state = "Thshell"
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pellets = 3
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variance = 30
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variance = 25
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projectile_type = /obj/item/projectile/bullet/pellet/shotgun_thundershot
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@@ -1,9 +1,9 @@
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/obj/item/projectile/bullet/shotgun/slug
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name = "12g shotgun slug"
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speed = 0.5 //Shotgun = slower
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var/tile_dropoff = 2
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var/tile_dropoff_s = 1.5
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damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from damage falloff, negative AP, or spread
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var/tile_dropoff = 3
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var/tile_dropoff_s = 2.25
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damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from spread or negative AP
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sharpness = SHARP_POINTY
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wound_bonus = -30
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@@ -70,7 +70,7 @@
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/obj/item/projectile/bullet/shotgun/slug/uranium
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name = "depleted uranium slug"
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icon_state = "ubullet"
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damage = 26
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damage = 35 //Most certainly to drop below 3-shot threshold because of damage falloff
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armour_penetration = 60 // he he funny round go through armor
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wound_bonus = -40
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penetrating = TRUE //Goes through an infinite number of mobs
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@@ -81,8 +81,6 @@
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damage -= tile_dropoff
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if(stamina > 0)
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stamina -= tile_dropoff_s
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if(damage < 0 && stamina < 0)
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qdel(src)
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/obj/item/projectile/bullet/pellet
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speed = 0.5 //Shotgun = slower
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@@ -92,14 +90,14 @@
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/obj/item/projectile/bullet/pellet/shotgun_buckshot
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name = "buckshot pellet"
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damage = 12 //Total of 72 (big)
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damage = 11 //Total of 66
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wound_bonus = 5
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bare_wound_bonus = 5
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wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank
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/obj/item/projectile/bullet/pellet/shotgun_buckshot/syndie
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name = "syndicate buckshot pellet"
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damage = 15.5 //3.5 more damage so it sucks less?
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damage = 14.5 //3.5 more damage so it sucks less?
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wound_bonus = 2
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bare_wound_bonus = 2
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wound_falloff_tile = -2.5
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@@ -107,7 +105,7 @@
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/obj/item/projectile/bullet/pellet/shotgun_flechette
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name = "flechette pellet"
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speed = 0.4 //You're special
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damage = 13
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damage = 12
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wound_bonus = 4
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bare_wound_bonus = 4
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armour_penetration = 40 //You're the exception of pellets not sucking against armor because ??
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@@ -122,7 +120,7 @@
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/obj/item/projectile/bullet/pellet/shotgun_rubbershot
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name = "rubbershot pellet"
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damage = 3
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stamina = 14.5 //Total of 87 (very big)
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stamina = 13 //Total of 78 with less falloff (very big)
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sharpness = SHARP_NONE
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/obj/item/projectile/bullet/pellet/shotgun_cryoshot
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@@ -142,11 +140,7 @@
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damage = 6
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wound_bonus = 0
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bare_wound_bonus = 7.5
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tile_dropoff = 0.35 //Will likely disappear anyway befoer this really matters
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/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
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. = ..()
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range = rand(1, 8)
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tile_dropoff = 0.35
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/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
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do_sparks(1, TRUE, src)
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