[MIRROR] Ammo cleanup (#2643)

* Ammo cleanup

* Update briefcase.dm

* Update manned_turret.dm

* Update mime.dm

* Update manned_turret.dm

* Update manned_turret.dm

* fixes

* mime memes
This commit is contained in:
CitadelStationBot
2017-09-22 22:30:44 -05:00
committed by Poojawa
parent 235236c5a9
commit 6efb76fad5
18 changed files with 1062 additions and 982 deletions
+4 -15
View File
@@ -204,9 +204,9 @@
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/meteorshot
name = "Meteorshot Shell"
result = /obj/item/ammo_casing/shotgun/meteorshot
/datum/crafting_recipe/meteorslug
name = "Meteorslug Shell"
result = /obj/item/ammo_casing/shotgun/meteorslug
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
/obj/item/rcd_ammo = 1,
/obj/item/stock_parts/manipulator = 2)
@@ -228,7 +228,7 @@
/datum/crafting_recipe/dragonsbreath
name = "Dragonsbreath Shell"
result = /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
result = /obj/item/ammo_casing/shotgun/dragonsbreath
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1, /datum/reagent/phosphorus = 5)
tools = list(/obj/item/screwdriver)
time = 5
@@ -270,17 +270,6 @@
category = CAT_WEAPONRY
subcategory = CAT_AMMO
/datum/crafting_recipe/improvisedslugoverload
name = "Overload Improvised Shell"
result = /obj/item/ammo_casing/shotgun/improvised/overload
reqs = list(/obj/item/ammo_casing/shotgun/improvised = 1,
/datum/reagent/blackpowder = 10,
/datum/reagent/toxin/plasma = 20)
tools = list(/obj/item/screwdriver)
time = 5
category = CAT_WEAPONRY
subcategory = CAT_AMMO
/datum/crafting_recipe/laserslug
name = "Laser Slug Shell"
result = /obj/item/ammo_casing/shotgun/laserslug
@@ -38,7 +38,7 @@
minimum_distance = 5
icon_state = "stickmanranged"
icon_living = "stickmanranged"
casingtype = /obj/item/ammo_casing/c45nostamina
casingtype = /obj/item/ammo_casing/c45/nostamina
projectilesound = 'sound/misc/bang.ogg'
loot = list(/obj/item/gun/ballistic/automatic/pistol/stickman)
@@ -95,7 +95,7 @@
minimum_distance = 5
icon_state = "syndicateranged"
icon_living = "syndicateranged"
casingtype = /obj/item/ammo_casing/c45nostamina
casingtype = /obj/item/ammo_casing/c45/nostamina
projectilesound = 'sound/weapons/gunshot_smg.ogg'
loot = list(/obj/effect/gibspawner/human)
@@ -1,100 +1,126 @@
// .357 (Syndie Revolver)
/obj/item/ammo_casing/a357
name = ".357 bullet casing"
desc = "A .357 bullet casing."
caliber = "357"
projectile_type = /obj/item/projectile/bullet
projectile_type = /obj/item/projectile/bullet/a357
// 7.62 (Nagant Rifle)
/obj/item/ammo_casing/a762
name = "7.62 bullet casing"
desc = "A 7.62 bullet casing."
icon_state = "762-casing"
caliber = "a762"
projectile_type = /obj/item/projectile/bullet
projectile_type = /obj/item/projectile/bullet/a762
/obj/item/ammo_casing/a762/enchanted
projectile_type = /obj/item/projectile/bullet/weakbullet3
projectile_type = /obj/item/projectile/bullet/a762_enchanted
/obj/item/ammo_casing/a50
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet
/obj/item/ammo_casing/c38
desc = "A .38 bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/weakbullet2
/obj/item/ammo_casing/c10mm
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/midbullet3
/obj/item/ammo_casing/c10mm/ap
projectile_type = /obj/item/projectile/bullet/midbullet3/ap
/obj/item/ammo_casing/c10mm/fire
projectile_type = /obj/item/projectile/bullet/midbullet3/fire
/obj/item/ammo_casing/c10mm/hp
projectile_type = /obj/item/projectile/bullet/midbullet3/hp
/obj/item/ammo_casing/c9mm
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/weakbullet3
/obj/item/ammo_casing/c9mmap
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type =/obj/item/projectile/bullet/armourpiercing
/obj/item/ammo_casing/c9mmtox
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/toxinbullet
/obj/item/ammo_casing/c9mminc
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
/obj/item/ammo_casing/c46x30mm
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/weakbullet3
/obj/item/ammo_casing/c46x30mmap
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type =/obj/item/projectile/bullet/armourpiercing
/obj/item/ammo_casing/c46x30mmtox
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/toxinbullet
/obj/item/ammo_casing/c46x30mminc
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
/obj/item/ammo_casing/c45
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/midbullet
/obj/item/ammo_casing/c45nostamina
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/midbullet3
// 7.62x38mmR (Nagant Revolver)
/obj/item/ammo_casing/n762
name = "7.62x38mmR bullet casing"
desc = "A 7.62x38mmR bullet casing."
caliber = "n762"
projectile_type = /obj/item/projectile/bullet
projectile_type = /obj/item/projectile/bullet/n762
// .50AE (Desert Eagle)
/obj/item/ammo_casing/a50AE
name = ".50AE bullet casing"
desc = "A .50AE bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
// .38 (Detective's Gun)
/obj/item/ammo_casing/c38
name = ".38 bullet casing"
desc = "A .38 bullet casing."
caliber = "38"
projectile_type = /obj/item/projectile/bullet/c38
// 10mm (Stechkin)
/obj/item/ammo_casing/c10mm
name = ".10mm bullet casing"
desc = "A 10mm bullet casing."
caliber = "10mm"
projectile_type = /obj/item/projectile/bullet/c10mm
/obj/item/ammo_casing/c10mm/ap
name = ".10mm armor-piercing bullet casing"
desc = "A 10mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_ap
/obj/item/ammo_casing/c10mm/hp
name = ".10mm hollow-point bullet casing"
desc = "A 10mm hollow-point bullet casing."
projectile_type = /obj/item/projectile/bullet/c10mm_hp
/obj/item/ammo_casing/c10mm/fire
name = ".10mm incendiary bullet casing"
desc = "A 10mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c10mm
// 9mm (Stechkin APS)
/obj/item/ammo_casing/c9mm
name = "9mm bullet casing"
desc = "A 9mm bullet casing."
caliber = "9mm"
projectile_type = /obj/item/projectile/bullet/c9mm
/obj/item/ammo_casing/c9mm/ap
name = "9mm armor-piercing bullet casing"
desc = "A 9mm armor-piercing bullet casing."
projectile_type =/obj/item/projectile/bullet/c9mm_ap
/obj/item/ammo_casing/c9mm/inc
name = "9mm incendiary bullet casing"
desc = "A 9mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
// 4.6x30mm (Autorifles)
/obj/item/ammo_casing/c46x30mm
name = "4.6x30mm bullet casing"
desc = "A 4.6x30mm bullet casing."
caliber = "4.6x30mm"
projectile_type = /obj/item/projectile/bullet/c46x30mm
/obj/item/ammo_casing/c46x30mm/ap
name = "4.6x30mm armor-piercing bullet casing"
desc = "A 4.6x30mm armor-piercing bullet casing."
projectile_type = /obj/item/projectile/bullet/c46x30mm_ap
/obj/item/ammo_casing/c46x30mm/inc
name = "4.6x30mm incendiary bullet casing"
desc = "A 4.6x30mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c46x30mm
// .45 (M1911)
/obj/item/ammo_casing/c45
name = ".45 bullet casing"
desc = "A .45 bullet casing."
caliber = ".45"
projectile_type = /obj/item/projectile/bullet/c45
/obj/item/ammo_casing/c45/nostamina
projectile_type = /obj/item/projectile/bullet/c45_nostamina
// 5.56mm (M-90gl Carbine)
/obj/item/ammo_casing/a556
name = "5.56mm bullet casing"
desc = "A 5.56mm bullet casing."
caliber = "a556"
projectile_type = /obj/item/projectile/bullet/heavybullet
projectile_type = /obj/item/projectile/bullet/a556
// 40mm (Grenade Launcher)
/obj/item/ammo_casing/a40mm
name = "40mm HE shell"
@@ -103,148 +129,93 @@
icon_state = "40mmHE"
projectile_type = /obj/item/projectile/bullet/a40mm
// .50 (Sniper)
/////SNIPER ROUNDS
/obj/item/ammo_casing/point50
/obj/item/ammo_casing/p50
name = ".50 bullet casing"
desc = "A .50 bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper
projectile_type = /obj/item/projectile/bullet/p50
icon_state = ".50"
/obj/item/ammo_casing/soporific
/obj/item/ammo_casing/p50/soporific
name = ".50 soporific bullet casing"
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/soporific
projectile_type = /obj/item/projectile/bullet/p50/soporific
icon_state = "sleeper"
/obj/item/ammo_casing/haemorrhage
desc = "A .50 bullet casing, specialised in causing massive bloodloss."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/haemorrhage
icon_state = ".50"
/obj/item/ammo_casing/penetrator
/obj/item/ammo_casing/p50/penetrator
name = ".50 penetrator round bullet casing"
desc = "A .50 caliber penetrator round casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/penetrator
icon_state = ".50"
projectile_type = /obj/item/projectile/bullet/p50/penetrator
/obj/item/ammo_casing/point50/gang
desc = "A black market .50 bullet casing."
projectile_type = /obj/item/projectile/bullet/sniper/gang
/obj/item/ammo_casing/point50/gang/sleeper
desc = "Am illegally modified tranquilizer round."
projectile_type = /obj/item/projectile/bullet/sniper/gang/sleeper
icon_state = "sleeper"
/// SAW ROUNDS
// 1.95x129mm (SAW)
/obj/item/ammo_casing/mm195x129
name = "1.95x129mm bullet casing"
desc = "A 1.95x129mm bullet casing."
icon_state = "762-casing"
caliber = "mm195129"
projectile_type = /obj/item/projectile/bullet/saw
/obj/item/ammo_casing/mm195x129/bleeding
desc = "A 1.95x129mm bullet casing with specialized inner-casing, that when it makes contact with a target, releases tiny shrapnel to induce internal bleeding."
icon_state = "762-casing"
projectile_type = /obj/item/projectile/bullet/saw/bleeding
/obj/item/ammo_casing/mm195x129/hollow
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
projectile_type = /obj/item/projectile/bullet/saw/hollow
projectile_type = /obj/item/projectile/bullet/mm195x129
/obj/item/ammo_casing/mm195x129/ap
name = "1.95x129mm armor-piercing bullet casing"
desc = "A 1.95x129mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
projectile_type = /obj/item/projectile/bullet/saw/ap
projectile_type = /obj/item/projectile/bullet/mm195x129_ap
/obj/item/ammo_casing/mm195x129/hollow
name = "1.95x129mm hollow-point bullet casing"
desc = "A 1.95x129mm bullet casing designed to cause more damage to unarmored targets."
projectile_type = /obj/item/projectile/bullet/mm195x129_hp
/obj/item/ammo_casing/mm195x129/incen
name = "1.95x129mm incendiary bullet casing"
desc = "A 1.95x129mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames. "
projectile_type = /obj/item/projectile/bullet/saw/incen
projectile_type = /obj/item/projectile/bullet/incendiary/mm195x129
//SHOTGUN ROUNDS
// Shotgun
/obj/item/ammo_casing/shotgun
name = "shotgun slug"
desc = "A 12 gauge lead slug."
icon_state = "blshell"
caliber = "shotgun"
projectile_type = /obj/item/projectile/bullet
projectile_type = /obj/item/projectile/bullet/shotgun_slug
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/rpellet
pellets = 6
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/beanbag
name = "beanbag slug"
desc = "A weak beanbag slug for riot control."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/weakbullet
projectile_type = /obj/item/projectile/bullet/shotgun_beanbag
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/weak
materials = list(MAT_METAL=250)
pellets = 10
variance = 25
/obj/item/ammo_casing/shotgun/improvised/overload
name = "overloaded improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards. This one has been packed with even more \
propellant. It's like playing russian roulette, with a shotgun."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/overload
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
pellets = 4
variance = 40
variance = 35
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
icon_state = "stunshell"
projectile_type = /obj/item/projectile/bullet/stunshot
projectile_type = /obj/item/projectile/bullet/shotgun_stunslug
materials = list(MAT_METAL=250)
/obj/item/ammo_casing/shotgun/meteorshot
name = "meteorshot shell"
/obj/item/ammo_casing/shotgun/meteorslug
name = "meteorslug shell"
desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
icon_state = "mshell"
projectile_type = /obj/item/projectile/bullet/meteorshot
/obj/item/ammo_casing/shotgun/breaching
name = "breaching shell"
desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors."
icon_state = "mshell"
projectile_type = /obj/item/projectile/bullet/meteorshot/weak
projectile_type = /obj/item/projectile/bullet/shotgun_meteorslug
/obj/item/ammo_casing/shotgun/pulseslug
name = "pulse slug"
@@ -252,27 +223,39 @@
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
would have difficulty with."
icon_state = "pshell"
projectile_type = /obj/item/projectile/beam/pulse/shot
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary slug"
desc = "An incendiary-coated shotgun slug."
icon_state = "ishell"
projectile_type = /obj/item/projectile/bullet/incendiary/shell
projectile_type = /obj/item/projectile/beam/pulse/shotgun
/obj/item/ammo_casing/shotgun/frag12
name = "FRAG-12 slug"
desc = "A high explosive breaching round for a 12 gauge shotgun."
icon_state = "heshell"
projectile_type = /obj/item/projectile/bullet/frag12
projectile_type = /obj/item/projectile/bullet/shotgun_frag12
/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = /obj/item/projectile/bullet/incendiary/shell/dragonsbreath
pellets = 4
variance = 35
/obj/item/ammo_casing/shotgun/buckshot
name = "buckshot shell"
desc = "A 12 gauge buckshot shell."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot
pellets = 6
variance = 25
/obj/item/ammo_casing/shotgun/rubbershot
name = "rubber shot"
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
icon_state = "bshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot
pellets = 6
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "improvshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised
materials = list(MAT_METAL=250)
pellets = 10
variance = 25
/obj/item/ammo_casing/shotgun/ion
name = "ion shell"
@@ -319,4 +302,4 @@
reagents.add_reagent("spore", 6)
reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
reagents.add_reagent("coniine", 6)
reagents.add_reagent("sodium_thiopental", 6)
reagents.add_reagent("sodium_thiopental", 6)
@@ -85,7 +85,7 @@
..()
/obj/item/ammo_casing/energy/c3dbullet
projectile_type = /obj/item/projectile/bullet/midbullet3
projectile_type = /obj/item/projectile/bullet/c3d
select_name = "spraydown"
fire_sound = 'sound/weapons/gunshot_smg.ogg'
e_cost = 20
@@ -1,6 +1,4 @@
///////////EXTERNAL MAGAZINES////////////////
/obj/item/ammo_box/magazine/m10mm
@@ -72,25 +70,16 @@
/obj/item/ammo_box/magazine/wt550m9/wtap
name = "wt550 magazine (Armour Piercing 4.6x30mm)"
icon_state = "46x30mmtA-20"
ammo_type = /obj/item/ammo_casing/c46x30mmap
ammo_type = /obj/item/ammo_casing/c46x30mm/ap
/obj/item/ammo_box/magazine/wt550m9/wtap/update_icon()
..()
icon_state = "46x30mmtA-[round(ammo_count(),4)]"
/obj/item/ammo_box/magazine/wt550m9/wttx
name = "wt550 magazine (Toxin Tipped 4.6x30mm)"
icon_state = "46x30mmtT-20"
ammo_type = /obj/item/ammo_casing/c46x30mmtox
/obj/item/ammo_box/magazine/wt550m9/wttx/update_icon()
..()
icon_state = "46x30mmtT-[round(ammo_count(),4)]"
/obj/item/ammo_box/magazine/wt550m9/wtic
name = "wt550 magazine (Incindiary 4.6x30mm)"
icon_state = "46x30mmtI-20"
ammo_type = /obj/item/ammo_casing/c46x30mminc
ammo_type = /obj/item/ammo_casing/c46x30mm/inc
/obj/item/ammo_box/magazine/wt550m9/wtic/update_icon()
..()
@@ -120,15 +109,11 @@
/obj/item/ammo_box/magazine/smgm9mm/ap
name = "SMG magazine (Armour Piercing 9mm)"
ammo_type = /obj/item/ammo_casing/c9mmap
/obj/item/ammo_box/magazine/smgm9mm/toxin
name = "SMG magazine (Toxin Tipped 9mm)"
ammo_type = /obj/item/ammo_casing/c9mmtox
ammo_type = /obj/item/ammo_casing/c9mm/ap
/obj/item/ammo_box/magazine/smgm9mm/fire
name = "SMG Magazine (Incindiary 9mm)"
ammo_type = /obj/item/ammo_casing/c9mminc
ammo_type = /obj/item/ammo_casing/c9mm/inc
/obj/item/ammo_box/magazine/pistolm9mm
name = "pistol magazine (9mm)"
@@ -145,7 +130,7 @@
name = "SMG magazine (.45)"
icon_state = "c20r45-24"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/c45nostamina
ammo_type = /obj/item/ammo_casing/c45/nostamina
caliber = ".45"
max_ammo = 24
@@ -164,7 +149,7 @@
name = "handgun magazine (.50ae)"
icon_state = "50ae"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/a50
ammo_type = /obj/item/ammo_casing/a50AE
caliber = ".50"
max_ammo = 7
multiple_sprites = 1
@@ -212,17 +197,17 @@
/obj/item/ammo_box/magazine/m12g/dragon
name = "shotgun magazine (12g dragon's breath)"
icon_state = "m12gf"
ammo_type = /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
ammo_type = /obj/item/ammo_casing/shotgun/dragonsbreath
/obj/item/ammo_box/magazine/m12g/bioterror
name = "shotgun magazine (12g bioterror)"
icon_state = "m12gt"
ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
/obj/item/ammo_box/magazine/m12g/breach
name = "shotgun magazine (12g breacher slugs)"
/obj/item/ammo_box/magazine/m12g/meteor
name = "shotgun magazine (12g meteor slugs)"
icon_state = "m12gbc"
ammo_type = /obj/item/ammo_casing/shotgun/breaching
ammo_type = /obj/item/ammo_casing/shotgun/meteorslug
//// SNIPER MAGAZINES
@@ -231,7 +216,7 @@
name = "sniper rounds (.50)"
icon_state = ".50mag"
origin_tech = "combat=6;syndicate=2"
ammo_type = /obj/item/ammo_casing/point50
ammo_type = /obj/item/ammo_casing/p50
max_ammo = 6
caliber = ".50"
@@ -246,37 +231,17 @@
desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
icon_state = "soporific"
origin_tech = "combat=6;syndicate=3"
ammo_type = /obj/item/ammo_casing/soporific
ammo_type = /obj/item/ammo_casing/p50/soporific
max_ammo = 3
caliber = ".50"
/obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
name = "sniper rounds (Bleed)"
desc = "Haemorrhage sniper rounds, leaves your target in a pool of crimson pain"
icon_state = "haemorrhage"
ammo_type = /obj/item/ammo_casing/haemorrhage
max_ammo = 5
caliber = ".50"
/obj/item/ammo_box/magazine/sniper_rounds/penetrator
name = "sniper rounds (penetrator)"
desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
ammo_type = /obj/item/ammo_casing/penetrator
ammo_type = /obj/item/ammo_casing/p50/penetrator
origin_tech = "combat=6;syndicate=3"
max_ammo = 5
/obj/item/ammo_box/magazine/sniper_rounds/gang
name = "black market sniper rounds (.50)"
icon_state = ".50mag"
origin_tech = "combat=6"
ammo_type = /obj/item/ammo_casing/point50/gang
/obj/item/ammo_box/magazine/sniper_rounds/gang/sleeper
name = "illegally modified tranquilizer round"
icon_state = "soporific"
origin_tech = "combat=6"
ammo_type = /obj/item/ammo_casing/point50/gang/sleeper
//// SAW MAGAZINES
/obj/item/ammo_box/magazine/mm195x129
@@ -287,11 +252,6 @@
caliber = "mm195129"
max_ammo = 50
/obj/item/ammo_box/magazine/mm195x129/bleeding
name = "box magazine (Bleeding 1.95x129mm)"
origin_tech = "combat=3"
ammo_type = /obj/item/ammo_casing/mm195x129/bleeding
/obj/item/ammo_box/magazine/mm195x129/hollow
name = "box magazine (Hollow-Point 1.95x129mm)"
origin_tech = "combat=3"
@@ -384,11 +384,6 @@
pin = /obj/item/device/firing_pin/implant/pindicate
origin_tech = "combat=7;syndicate=6"
/obj/item/gun/ballistic/automatic/sniper_rifle/gang
name = "black market sniper rifle"
desc = "A long ranged weapon that does significant damage. It is well worn from years of service."
mag_type = /obj/item/ammo_box/magazine/sniper_rounds/gang
// Old Semi-Auto Rifle //
/obj/item/gun/ballistic/automatic/surplus
+1 -1
View File
@@ -77,7 +77,7 @@
if(isturf(target) || istype(target, /obj/structure/))
target.ex_act(EXPLODE_HEAVY)
/obj/item/projectile/beam/pulse/shot
/obj/item/projectile/beam/pulse/shotgun
damage = 40
/obj/item/projectile/beam/pulse/heavy
+289 -251
View File
@@ -3,105 +3,238 @@
icon_state = "bullet"
damage = 60
damage_type = BRUTE
nodamage = 0
nodamage = FALSE
flag = "bullet"
hitsound_wall = "ricochet"
impact_effect_type = /obj/effect/temp_visual/impact_effect
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
damage = 5
stamina = 80
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
damage = 15
knockdown = 30
stamina = 50
/obj/item/projectile/bullet/weakbullet3
damage = 20
/obj/item/projectile/bullet/toxinbullet
damage = 15
damage_type = TOX
/obj/item/projectile/bullet/incendiary/firebullet
damage = 10
/obj/item/projectile/bullet/armourpiercing
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/pellet
name = "pellet"
damage = 12.5
/obj/item/projectile/bullet/pellet/Range()
..()
damage += -0.75
if(damage < 0)
qdel(src)
/obj/item/projectile/bullet/pellet/weak
damage = 6
/obj/item/projectile/bullet/pellet/weak/New()
range = rand(1, 8)
..()
/obj/item/projectile/bullet/pellet/weak/on_range()
do_sparks(1, TRUE, src)
..()
/obj/item/projectile/bullet/pellet/overload
damage = 3
/obj/item/projectile/bullet/pellet/overload/New()
range = rand(1, 10)
..()
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, 0, 0, 2)
/obj/item/projectile/bullet/pellet/overload/on_range()
explosion(src, 0, 0, 2)
do_sparks(3, TRUE, src)
..()
/obj/item/projectile/bullet/midbullet
/obj/item/projectile/bullet/incendiary
damage = 20
stamina = 65 //two round bursts from the c20r knocks people down
var/fire_stacks = 4
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(fire_stacks)
M.IgniteMob()
/obj/item/projectile/bullet/midbullet2
damage = 25
/obj/item/projectile/bullet/incendiary/Move()
. = ..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/midbullet3
// .357 (Syndie Revolver)
/obj/item/projectile/bullet/a357
name = ".357 bullet"
damage = 60
// 7.62 (Nagant Rifle)
/obj/item/projectile/bullet/a762
name = "7.62 bullet"
damage = 60
/obj/item/projectile/bullet/a762_enchanted
name = "enchanted 7.62 bullet"
damage = 5
stamina = 80
// 7.62x38mmR (Nagant Revolver)
/obj/item/projectile/bullet/n762
name = "7.62x38mmR bullet"
damage = 60
// .50AE (Desert Eagle)
/obj/item/projectile/bullet/a50AE
name = ".50AE bullet"
damage = 60
// .38 (Detective's Gun)
/obj/item/projectile/bullet/c38
name = ".38 bullet"
damage = 15
knockdown = 30
stamina = 50
// 10mm (Stechkin)
/obj/item/projectile/bullet/c10mm
name = "10mm bullet"
damage = 30
/obj/item/projectile/bullet/midbullet3/hp
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/midbullet3/ap
/obj/item/projectile/bullet/c10mm_ap
name = "10mm armor-piercing bullet"
damage = 27
armour_penetration = 40
/obj/item/projectile/bullet/midbullet3/fire/on_hit(atom/target, blocked = FALSE)
if(..(target, blocked))
var/mob/living/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/c10mm_hp
name = "10mm hollow-point bullet"
damage = 40
armour_penetration = -50
/obj/item/projectile/bullet/heavybullet
/obj/item/projectile/bullet/incendiary/c10mm
name = "10mm incendiary bullet"
damage = 15
fire_stacks = 2
// 9mm (Stechkin APS)
/obj/item/projectile/bullet/c9mm
name = "9mm bullet"
damage = 20
/obj/item/projectile/bullet/c9mm_ap
name = "9mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c9mm
name = "9mm incendiary bullet"
damage = 10
fire_stacks = 1
// 4.6x30mm (Autorifles)
/obj/item/projectile/bullet/c46x30mm
desc = "4.6x30mm bullet"
damage = 20
/obj/item/projectile/bullet/c46x30mm_ap
name = "4.6x30mm armor-piercing bullet"
damage = 15
armour_penetration = 40
/obj/item/projectile/bullet/incendiary/c46x30mm
name = "4.6x30mm incendiary bullet"
damage = 10
fire_stacks = 1
// .45 (M1911)
/obj/item/projectile/bullet/c45
name = ".45 bullet"
damage = 20
stamina = 65
/obj/item/projectile/bullet/c45_nostamina
name = ".45 bullet"
damage = 20
// 5.56mm (M-90gl Carbine)
/obj/item/projectile/bullet/a556
name = "5.56mm bullet"
damage = 35
/obj/item/projectile/bullet/rpellet
damage = 3
stamina = 25
// 40mm (Grenade Launcher
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
name = "stunshot"
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return TRUE
// .50 (Sniper)
/obj/item/projectile/bullet/p50
name =".50 bullet"
speed = 0 //360 alwaysscope.
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/p50/soporific
name =".50 soporific bullet"
armour_penetration = 0
nodamage = TRUE
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/p50/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/p50/penetrator
name =".50 penetrator bullet"
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = TRUE
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
// 1.95x129mm (SAW)
/obj/item/projectile/bullet/mm195x129
name = "1.95x129mm bullet"
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/mm195x129_ap
name = "1.95x129mm armor-piercing bullet"
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/mm195x129_hp
name = "1.95x129mm hollow-point bullet"
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/incendiary/mm195x129
name = "1.95x129mm incendiary bullet"
damage = 15
fire_stacks = 3
// Shotgun
/obj/item/projectile/bullet/shotgun_slug
name = "12g shotgun slug"
damage = 60
/obj/item/projectile/bullet/shotgun_beanbag
name = "beanbag slug"
damage = 5
stamina = 80
/obj/item/projectile/bullet/incendiary/shotgun
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath
name = "dragonsbreath pellet"
damage = 5
/obj/item/projectile/bullet/shotgun_stunslug
name = "stunslug"
damage = 5
knockdown = 100
stutter = 5
@@ -110,47 +243,90 @@
icon_state = "spark"
color = "#FFFF00"
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(4)
M.IgniteMob()
/obj/item/projectile/bullet/incendiary/shell
name = "incendiary slug"
damage = 20
/obj/item/projectile/bullet/incendiary/shell/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
name = "dragonsbreath round"
damage = 5
/obj/item/projectile/bullet/meteorshot
name = "meteor"
/obj/item/projectile/bullet/shotgun_meteorslug
name = "meteorslug"
icon = 'icons/obj/meteor.dmi'
icon_state = "dust"
damage = 30
knockdown = 160
damage = 20
knockdown = 80
hitsound = 'sound/effects/meteorimpact.ogg'
/obj/item/projectile/bullet/meteorshot/weak
damage = 10
knockdown = 80
/obj/item/projectile/bullet/shotgun_meteorslug/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/shotgun_meteorslug/Initialize()
. = ..()
SpinAnimation()
/obj/item/projectile/bullet/shotgun_frag12
name ="frag12 slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/shotgun_frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return TRUE
/obj/item/projectile/bullet/pellet/shotgun_buckshot
name = "buckshot pellet"
damage = 12.5
/obj/item/projectile/bullet/pellet/shotgun_rubbershot
damage = 3
stamina = 25
/obj/item/projectile/bullet/pellet/shotgun_improvised
damage = 6
/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize()
. = ..()
range = rand(1, 8)
/obj/item/projectile/bullet/pellet/shotgun_improvised/on_range()
do_sparks(1, TRUE, src)
..()
// Scattershot
/obj/item/projectile/bullet/scattershot
damage = 20
stamina = 65
// LMD (exosuits)
/obj/item/projectile/bullet/lmg
damage = 20
// Turrets
/obj/item/projectile/bullet/manned_turret
damage = 20
/obj/item/projectile/bullet/syndicate_turret
damage = 20
// FNX-99 (Mechs)
/obj/item/projectile/bullet/incendiary/fnx99
damage = 20
// C3D (Borgs)
/obj/item/projectile/bullet/c3d
damage = 20
// Honker
/obj/item/projectile/bullet/honker
damage = 0
knockdown = 60
forcedodge = 1
nodamage = 1
forcedodge = TRUE
nodamage = TRUE
hitsound = 'sound/items/bikehorn.ogg'
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "banana"
@@ -160,17 +336,7 @@
..()
SpinAnimation()
/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ismovableatom(target))
var/atom/movable/M = target
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 3, 2)
/obj/item/projectile/bullet/meteorshot/New()
..()
SpinAnimation()
// Mime
/obj/item/projectile/bullet/mime
damage = 20
@@ -181,6 +347,7 @@
var/mob/living/carbon/M = target
M.silent = max(M.silent, 10)
// Darts
/obj/item/projectile/bullet/dart
name = "dart"
@@ -210,7 +377,7 @@
..(target, blocked)
reagents.set_reacting(TRUE)
reagents.handle_reactions()
return 1
return TRUE
/obj/item/projectile/bullet/dart/metalfoam/New()
..()
@@ -223,18 +390,7 @@
name = "syringe"
icon_state = "syringeproj"
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
knockdown = 100
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = 1
. = ..() // Execute the rest of the code.
// DNA injector
/obj/item/projectile/bullet/dnainjector
name = "\improper DNA injector"
@@ -261,121 +417,3 @@
QDEL_NULL(injector)
return ..()
//// SNIPER BULLETS
/obj/item/projectile/bullet/sniper
speed = 0 //360 alwaysscope.
damage = 70
knockdown = 100
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && (!ismob(target) && breakthings))
target.ex_act(rand(1,2))
return ..()
/obj/item/projectile/bullet/sniper/gang
damage = 55
knockdown = 20
dismemberment = 15
armour_penetration = 25
/obj/item/projectile/bullet/sniper/gang/sleeper
nodamage = 1
knockdown = 0
dismemberment = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/gang/sleeper/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.blur_eyes(8)
if(L.staminaloss >= 40)
L.Sleeping(400)
else
L.adjustStaminaLoss(55)
return 1
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.Sleeping(400)
return ..()
/obj/item/projectile/bullet/sniper/haemorrhage
armour_penetration = 15
damage = 15
dismemberment = 0
knockdown = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = FALSE)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(100)
return ..()
/obj/item/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = 1
dismemberment = 0 //It goes through you cleanly.
knockdown = 0
breakthings = FALSE
//// SAW BULLETS
/obj/item/projectile/bullet/saw
damage = 45
armour_penetration = 5
/obj/item/projectile/bullet/saw/bleeding
damage = 20
armour_penetration = 0
/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = FALSE)
. = ..()
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(35)
/obj/item/projectile/bullet/saw/hollow
damage = 60
armour_penetration = -60
/obj/item/projectile/bullet/saw/ap
damage = 40
armour_penetration = 75
/obj/item/projectile/bullet/saw/incen
damage = 7
armour_penetration = 0
/obj/item/projectile/bullet/saw/incen/Move()
..()
var/turf/location = get_turf(src)
if(location)
new /obj/effect/hotspot(location)
location.hotspot_expose(700, 50, 1)
/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = FALSE)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(3)
M.IgniteMob()
+16 -21
View File
@@ -32,17 +32,6 @@
explosion(target, -1, 0, 2)
return 1
/obj/item/projectile/bullet/a40mm
name ="40mm grenade"
desc = "USE A WEEL GUN"
icon_state= "bolter"
damage = 60
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
return 1
/obj/item/projectile/bullet/a84mm
name ="anti-armour rocket"
desc = "USE A WEEL GUN"
@@ -184,16 +173,6 @@
qdel(src)
gun.create_portal(src, get_turf(src))
/obj/item/projectile/bullet/frag12
name ="explosive slug"
damage = 25
knockdown = 50
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = FALSE)
..()
explosion(target, -1, 0, 1)
return 1
/obj/item/projectile/plasma
name = "plasma blast"
icon_state = "plasmacutter"
@@ -616,3 +595,19 @@
/obj/item/projectile/hallucination/death/hal_apply_effect()
new /datum/hallucination/death(hal_target, TRUE)
// Neurotoxin
/obj/item/projectile/bullet/neurotoxin
name = "neurotoxin spit"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
knockdown = 100
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = FALSE)
if(isalien(target))
knockdown = 0
nodamage = TRUE
return ..()
@@ -203,13 +203,6 @@
materials = list(MAT_METAL = 6000, MAT_SILVER = 600, MAT_GLASS = 1000)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
/datum/design/mag_oldsmg/tx_mag
name = "WT-550 Auto Gun Uranium Magazine (4.6x30mm TX)"
desc = "A 20 round uranium tipped magazine for the out of date security WT-550 Auto Rifle"
id = "mag_oldsmg_tx"
materials = list(MAT_METAL = 6000, MAT_SILVER = 600, MAT_URANIUM = 2000)
build_path = /obj/item/ammo_box/magazine/wt550m9/wttx
/datum/design/stunshell
name = "Stun Shell"
desc = "A stunning shell for a shotgun."
+280 -140
View File
@@ -1,140 +1,280 @@
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall
name = "Invisible Wall"
desc = "The mime's performance transmutates into physical reality."
school = "mime"
panel = "Mime"
summon_type = list(/obj/effect/forcefield/mime)
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a wall in front of yourself.</span>"
summon_lifespan = 300
charge_max = 300
clothes_req = 0
range = 0
cast_sound = null
human_req = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a wall is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak
name = "Speech"
desc = "Make or break a vow of silence."
school = "mime"
panel = "Mime"
clothes_req = 0
human_req = 1
charge_max = 3000
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/mime/speak/Click()
if(!usr)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/H = usr
if(H.mind.miming)
still_recharging_msg = "<span class='warning'>You can't break your vow of silence that fast!</span>"
else
still_recharging_msg = "<span class='warning'>You'll have to wait before you can give your vow of silence again!</span>"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets,mob/user = usr)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
if(H.mind.miming)
to_chat(H, "<span class='notice'>You make a vow of silence.</span>")
else
to_chat(H, "<span class='notice'>You break your vow of silence.</span>")
// These spells can only be gotten from the "Guide for Advanced Mimery series" for Mime Traitors.
/obj/effect/proc_holder/spell/targeted/forcewall/mime
name = "Invisible Blockade"
desc = "Form an invisible three tile wide blockade."
wall_type = /obj/effect/forcefield/mime/advanced
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a blockade in front of yourself.</span>"
charge_max = 600
sound = null
clothes_req = 0
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/forcewall/mime/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a blockade is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/aimed/finger_guns
name = "Finger Guns"
desc = "Shoot a mimed bullet from your fingers that stuns and does some damage."
school = "mime"
panel = "Mime"
charge_max = 300
clothes_req = 0
invocation_type = "emote"
invocation_emote_self = "<span class='dangers'>You fire your finger gun!</span>"
range = 20
projectile_type = /obj/item/projectile/bullet/weakbullet2
projectile_amount = 3
sound = null
active_msg = "You draw your fingers!"
deactive_msg = "You put your fingers at ease. Another time."
active = FALSE
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
base_icon_state = "mime"
/obj/effect/proc_holder/spell/aimed/finger_guns/Click()
var/mob/living/carbon/human/owner = usr
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't properly point your fingers while incapacitated.</span>")
return
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> fires [usr.p_their()] finger gun!"
else
invocation_type ="none"
..()
/obj/item/spellbook/oneuse/mimery_blockade
spell = /obj/effect/proc_holder/spell/targeted/forcewall/mime
spellname = ""
name = "Guide to Advanced Mimery Vol 1"
desc = "The pages don't make any sound when turned."
icon_state ="bookmime"
/obj/item/spellbook/oneuse/mimery_guns
spell = /obj/effect/proc_holder/spell/aimed/finger_guns
spellname = ""
name = "Guide to Advanced Mimery Vol 2"
desc = "There aren't any words written..."
icon_state ="bookmime"
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall
name = "Invisible Wall"
desc = "The mime's performance transmutates into physical reality."
school = "mime"
panel = "Mime"
summon_type = list(/obj/effect/forcefield/mime)
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a wall in front of yourself.</span>"
summon_lifespan = 300
charge_max = 300
clothes_req = 0
range = 0
cast_sound = null
human_req = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a wall is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak
name = "Speech"
desc = "Make or break a vow of silence."
school = "mime"
panel = "Mime"
clothes_req = 0
human_req = 1
charge_max = 3000
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/mime/speak/Click()
if(!usr)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/H = usr
if(H.mind.miming)
still_recharging_msg = "<span class='warning'>You can't break your vow of silence that fast!</span>"
else
still_recharging_msg = "<span class='warning'>You'll have to wait before you can give your vow of silence again!</span>"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets,mob/user = usr)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
if(H.mind.miming)
to_chat(H, "<span class='notice'>You make a vow of silence.</span>")
else
to_chat(H, "<span class='notice'>You break your vow of silence.</span>")
// These spells can only be gotten from the "Guide for Advanced Mimery series" for Mime Traitors.
/obj/effect/proc_holder/spell/targeted/forcewall/mime
name = "Invisible Blockade"
desc = "Form an invisible three tile wide blockade."
wall_type = /obj/effect/forcefield/mime/advanced
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a blockade in front of yourself.</span>"
charge_max = 600
sound = null
clothes_req = 0
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/forcewall/mime/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a blockade is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/aimed/finger_guns
name = "Finger Guns"
desc = "Shoot a mimed bullet from your fingers that stuns and does some damage."
school = "mime"
panel = "Mime"
charge_max = 300
clothes_req = 0
invocation_type = "emote"
invocation_emote_self = "<span class='dangers'>You fire your finger gun!</span>"
range = 20
projectile_type = /obj/item/projectile/bullet/mime
projectile_amount = 3
sound = null
active_msg = "You draw your fingers!"
deactive_msg = "You put your fingers at ease. Another time."
active = FALSE
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
base_icon_state = "mime"
/obj/effect/proc_holder/spell/aimed/finger_guns/Click()
var/mob/living/carbon/human/owner = usr
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't properly point your fingers while incapacitated.</span>")
return
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> fires [usr.p_their()] finger gun!"
else
invocation_type ="none"
..()
/obj/item/spellbook/oneuse/mimery_blockade
spell = /obj/effect/proc_holder/spell/targeted/forcewall/mime
spellname = ""
name = "Guide to Advanced Mimery Vol 1"
desc = "The pages don't make any sound when turned."
icon_state ="bookmime"
/obj/item/spellbook/oneuse/mimery_guns
spell = /obj/effect/proc_holder/spell/aimed/finger_guns
spellname = ""
name = "Guide to Advanced Mimery Vol 2"
desc = "There aren't any words written..."
icon_state ="bookmime"
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall
name = "Invisible Wall"
desc = "The mime's performance transmutates into physical reality."
school = "mime"
panel = "Mime"
summon_type = list(/obj/effect/forcefield/mime)
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a wall in front of yourself.</span>"
summon_lifespan = 300
charge_max = 300
clothes_req = 0
range = 0
cast_sound = null
human_req = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/aoe_turf/conjure/mime_wall/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a wall is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak
name = "Speech"
desc = "Make or break a vow of silence."
school = "mime"
panel = "Mime"
clothes_req = 0
human_req = 1
charge_max = 3000
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/mime/speak/Click()
if(!usr)
return
if(!ishuman(usr))
return
var/mob/living/carbon/human/H = usr
if(H.mind.miming)
still_recharging_msg = "<span class='warning'>You can't break your vow of silence that fast!</span>"
else
still_recharging_msg = "<span class='warning'>You'll have to wait before you can give your vow of silence again!</span>"
..()
/obj/effect/proc_holder/spell/targeted/mime/speak/cast(list/targets,mob/user = usr)
for(var/mob/living/carbon/human/H in targets)
H.mind.miming=!H.mind.miming
if(H.mind.miming)
to_chat(H, "<span class='notice'>You make a vow of silence.</span>")
else
to_chat(H, "<span class='notice'>You break your vow of silence.</span>")
// These spells can only be gotten from the "Guide for Advanced Mimery series" for Mime Traitors.
/obj/effect/proc_holder/spell/targeted/forcewall/mime
name = "Invisible Blockade"
desc = "Form an invisible three tile wide blockade."
wall_type = /obj/effect/forcefield/mime/advanced
invocation_type = "emote"
invocation_emote_self = "<span class='notice'>You form a blockade in front of yourself.</span>"
charge_max = 600
sound = null
clothes_req = 0
range = -1
include_user = 1
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
/obj/effect/proc_holder/spell/targeted/forcewall/mime/Click()
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> looks as if a blockade is in front of [usr.p_them()]."
else
invocation_type ="none"
..()
/obj/effect/proc_holder/spell/aimed/finger_guns
name = "Finger Guns"
desc = "Shoot a mimed bullet from your fingers that stuns and does some damage."
school = "mime"
panel = "Mime"
charge_max = 300
clothes_req = 0
invocation_type = "emote"
invocation_emote_self = "<span class='dangers'>You fire your finger gun!</span>"
range = 20
projectile_type = /obj/item/projectile/bullet/mime
projectile_amount = 3
sound = null
active_msg = "You draw your fingers!"
deactive_msg = "You put your fingers at ease. Another time."
active = FALSE
action_icon_state = "mime"
action_background_icon_state = "bg_mime"
base_icon_state = "mime"
/obj/effect/proc_holder/spell/aimed/finger_guns/Click()
var/mob/living/carbon/human/owner = usr
if(owner.incapacitated())
to_chat(owner, "<span class='warning'>You can't properly point your fingers while incapacitated.</span>")
return
if(usr && usr.mind)
if(!usr.mind.miming)
to_chat(usr, "<span class='notice'>You must dedicate yourself to silence first.</span>")
return
invocation = "<B>[usr.real_name]</B> fires [usr.p_their()] finger gun!"
else
invocation_type ="none"
..()
/obj/item/spellbook/oneuse/mimery_blockade
spell = /obj/effect/proc_holder/spell/targeted/forcewall/mime
spellname = ""
name = "Guide to Advanced Mimery Vol 1"
desc = "The pages don't make any sound when turned."
icon_state ="bookmime"
/obj/item/spellbook/oneuse/mimery_guns
spell = /obj/effect/proc_holder/spell/aimed/finger_guns
spellname = ""
name = "Guide to Advanced Mimery Vol 2"
desc = "There aren't any words written..."
icon_state ="bookmime"
+6 -18
View File
@@ -165,7 +165,7 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
/datum/uplink_item/nukeoffer/sniper
name = "Sniper bundle"
desc = "Elegant and refined: Contains a collapsed sniper rifle in an expensive carrying case, a hollow-point \
haemorrhage magazine, a soporific knockout magazine, a free surplus supressor, and a worn out suit and tie."
a soporific knockout magazine, a free surplus supressor, and a worn out suit and tie."
item = /obj/item/storage/briefcase/sniperbundle
cost = 20 // normally 26
@@ -449,11 +449,11 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
item = /obj/item/ammo_box/magazine/m12g/dragon
include_modes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/shotgun/breach
name = "12g Breaching Shells"
desc = "An economic variant of the CMC meteorshot slugs, not as effective for knocking \
down targets, but still great for blasting airlocks off their frames."
item = /obj/item/ammo_box/magazine/m12g/breach
/datum/uplink_item/ammo/shotgun/meteor
name = "12g Meteorslug Shells"
desc = "An alternative 8-round meteorslug magazine for use in the Bulldog shotgun. \
Great for blasting airlocks off their frames."
item = /obj/item/ammo_box/magazine/m12g/meteor
include_modes = list(/datum/game_mode/nuclear)
/datum/uplink_item/ammo/shotgun/bag
@@ -488,12 +488,6 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
By the time you need to use this, you'll already be on a pile of corpses."
item = /obj/item/ammo_box/magazine/mm195x129
/datum/uplink_item/ammo/machinegun/bleeding
name = "1.95x129mm (Bleeding) Box Magazine"
desc = "A 50-round magazine of 1.95x129mm ammunition for use in the L6 SAW; equipped with special properties \
to induce internal bleeding on targets."
item = /obj/item/ammo_box/magazine/mm195x129/bleeding
/datum/uplink_item/ammo/machinegun/hollow
name = "1.95x129mm (Hollow-Point) Box Magazine"
desc = "A 50-round magazine of 1.95x129mm ammunition for use in the L6 SAW; equipped with hollow-point tips to help \
@@ -527,12 +521,6 @@ GLOBAL_LIST_EMPTY(uplink_items) // Global list so we only initialize this once.
item = /obj/item/ammo_box/magazine/sniper_rounds/soporific
cost = 6
/datum/uplink_item/ammo/sniper/haemorrhage
name = ".50 Haemorrhage Magazine"
desc = "A 5-round magazine of haemorrhage ammo designed for use with .50 sniper rifles; causes heavy bleeding \
in the target."
item = /obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
/datum/uplink_item/ammo/sniper/penetrator
name = ".50 Penetrator Magazine"
desc = "A 5-round magazine of penetrator ammo designed for use with .50 sniper rifles. \