uplink
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@@ -38,10 +38,10 @@
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BB.damage *= G.projectile_damage_multiplier
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if(HAS_TRAIT(user, TRAIT_INSANE_AIM))
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BB.ricochets_max = max(BB.ricochets_max, 10) //bouncy!
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BB.ricochet_chance = max(BB.ricochet_chance, 200) //it decays
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BB.ricochet_chance = max(BB.ricochet_chance, 100) //it wont decay so we can leave it at 100 for always bouncing
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BB.ricochet_auto_aim_range = max(BB.ricochet_auto_aim_range, 3)
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BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 30)
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BB.ricochet_decay_chance = min(BB.ricochet_decay_chance, 1)
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BB.ricochet_auto_aim_angle = max(BB.ricochet_auto_aim_angle, 360) //it can turn full circle and shoot you in the face because our aim? is insane.
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BB.ricochet_decay_chance = 0
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BB.ricochet_incidence_leeway = 0
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if(reagents && BB.reagents)
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@@ -97,3 +97,9 @@
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item = /obj/item/clothing/gloves/tackler/combat/insulated
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include_modes = list(/datum/game_mode/nuclear, /datum/game_mode/nuclear/clown_ops)
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cost = 2
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/datum/uplink_item/device_tools/syndicate_eyepatch
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name = "Mechanical Eyepatch"
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desc = "An eyepatch that connects itself to your eye socket, enhancing your shooting to an impossible degree, allowing your bullets to ricochet far more often than usual."
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item = /obj/item/clothing/glasses/eyepatch/syndicate
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cost = 12
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