Files
vgstation13/code/modules/projectiles/ammunition/bullets.dm
icantthinkofanameritenow 41870cac1c Rebalancing of cost/attack power of protolathe-printed bullet-firing guns. (#10480)
* More rebalancing. AR now uses "midbullet2" projectile, so it no longer stuns but does slightly more damage.

* In retrospect, changing the bullet type could be counterproductive. Going to edit the current one instead.

* Fucked up revert, trying this again.
2016-08-25 23:12:00 +01:00

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/obj/item/ammo_casing/a357
desc = "A .357 bullet casing."
caliber = "357"
projectile_type = "/obj/item/projectile/bullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/a50
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = "/obj/item/projectile/bullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/a418
desc = "A .418 bullet casing."
caliber = "357"
projectile_type = "/obj/item/projectile/bullet/suffocationbullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/a75
desc = "A .75 bullet casing."
caliber = "75"
projectile_type = "/obj/item/projectile/bullet/gyro"
w_type = RECYK_METAL
/obj/item/ammo_casing/a666
desc = "A .666 bullet casing."
caliber = "357"
projectile_type = "/obj/item/projectile/bullet/cyanideround"
w_type = RECYK_METAL
/obj/item/ammo_casing/c38
desc = "A .38 bullet casing."
caliber = "38"
projectile_type = "/obj/item/projectile/bullet/weakbullet"
w_type = RECYK_METAL
/* Not entirely ready to be implemented yet. Get a server vote on bringing these in
/obj/item/ammo_casing/c38/lethal
desc = "A .38 bullet casing. This is the lethal variant."
caliber = "38"
projectile_type = "/obj/item/projectile/bullet" //HAHA, why is this a good idea
w_type = RECYK_METAL
*/
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = "/obj/item/projectile/bullet/midbullet2"
w_type = RECYK_METAL
/obj/item/ammo_casing/c45
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = "/obj/item/projectile/bullet/midbullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/a12mm
desc = "A 12mm bullet casing."
caliber = "12mm"
projectile_type = "/obj/item/projectile/bullet/midbullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/a12mm/assault
projectile_type = "/obj/item/projectile/bullet/midbullet/assault"
/obj/item/ammo_casing/a12mm/bounce
desc = "A rubber-titanium 12mm bullet casing."
projectile_type = "/obj/item/projectile/bullet/midbullet/bouncebullet"
/obj/item/ammo_casing/shotgun
name = "shotgun shell"
desc = "A 12 gauge slug."
icon_state = "gshell"
caliber = "shotgun"
projectile_type = "/obj/item/projectile/bullet"
starting_materials = list(MAT_IRON = 12500)
w_type = RECYK_METAL
update_icon()
desc = "[initial(desc)][BB ? "" : " This one is spent"]"
overlays = list()
if(!BB)
overlays += icon('icons/obj/ammo.dmi', "emptyshell")
/obj/item/ammo_casing/shotgun/blank
name = "shotgun shell"
desc = "A blank shell."
icon_state = "blshell"
projectile_type = ""
starting_materials = list(MAT_IRON = 250)
w_type = RECYK_METAL
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag shell"
desc = "A weak beanbag shell."
icon_state = "bshell"
projectile_type = "/obj/item/projectile/bullet/weakbullet"
starting_materials = list(MAT_IRON = 500)
w_type = RECYK_METAL
/obj/item/ammo_casing/shotgun/fakebeanbag
name = "beanbag shell"
desc = "A weak beanbag shell."
icon_state = "bshell"
projectile_type = "/obj/item/projectile/bullet/weakbullet/booze"
starting_materials = list(MAT_IRON = 12500)
w_type = RECYK_METAL
/obj/item/ammo_casing/shotgun/stunshell
name = "stun shell"
desc = "A stunning shell."
icon_state = "stunshell"
projectile_type = "/obj/item/projectile/bullet/stunshot"
starting_materials = list(MAT_IRON = 2500)
w_type = RECYK_METAL
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
desc = "A dart for use in shotguns."
icon_state = "blshell"
projectile_type = "/obj/item/projectile/bullet/dart"
starting_materials = list(MAT_IRON = 12500)
w_type = RECYK_METAL
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge shell filled with standard double-aught buckshot."
projectile_type = "/obj/item/projectile/bullet/buckshot"
/obj/item/ammo_casing/a762
desc = "A 7.62 bullet casing."
caliber = "a762"
projectile_type = "/obj/item/projectile/bullet"
w_type = RECYK_METAL
/obj/item/ammo_casing/BMG50
desc = "A .50 BMG bullet casing."
caliber = ".50BMG"
projectile_type = "/obj/item/projectile/bullet/hecate"
w_type = RECYK_METAL
icon_state = "l-casing"
/obj/item/ammo_casing/energy/kinetic
projectile_type = /obj/item/projectile/bullet
//select_name = "kinetic"
//e_cost = 500
//fire_sound = 'sound/weapons/Gunshot4.ogg'
w_type = RECYK_METAL
/obj/item/ammo_casing/a762x55
desc = "A 7.62x55mmR bullet casing."
caliber = "7.62x55"
projectile_type = "/obj/item/projectile/bullet/a762x55"
w_type = RECYK_METAL
icon_state = "762x55-casing-live"
starting_materials = list(MAT_IRON = 12500)
update_icon()
desc = "[initial(desc)][BB ? "" : " This one is spent"]"
if(!BB)
icon_state = "762x55-casing"
/obj/item/ammo_casing/invisible
desc = "An invisible bullet casing, it's hard to tell if it's been spent or not."
projectile_type = "/obj/item/projectile/bullet/invisible"
icon_state = null