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Fixed Stamina Projectiles dealing DOUBLE STAMINA DAMAGE (WHY WAS THIS A THING FOR SO LONG?!!) + Debilitated Rebalancing + Shotgun Rebalancing (#4213)
* oh boy here we go * shotgun ammo balancing * whoops * revolver funny
1 parent 199b7fb commit e04ece2

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7 files changed

+22
-49
lines changed

7 files changed

+22
-49
lines changed

code/modules/mob/living/damage_procs.dm

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -268,8 +268,8 @@
268268
if(immobilize)
269269
apply_effect(immobilize, EFFECT_IMMOBILIZE, blocked)
270270

271-
if(stamina)
272-
apply_damage(stamina, STAMINA, null, blocked)
271+
//if(stamina) //monkestation removal
272+
// apply_damage(stamina, STAMINA, null, blocked) //IF THIS ISN'T AN EFFECT AND IS A DAMAGE TYPE WHY IS IT HERE?
273273

274274
if(drowsy)
275275
adjust_drowsiness(drowsy)

code/modules/projectiles/ammunition/ballistic/shotgun.dm

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -79,25 +79,25 @@
7979
desc = "A 12 gauge buckshot shell."
8080
icon_state = "gshell"
8181
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
82-
pellets = 6
82+
pellets = 8 //monkestation edit was 6
8383
variance = 25
8484

8585
/obj/item/ammo_casing/shotgun/rubbershot
8686
name = "rubber shot"
8787
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
8888
icon_state = "rshell"
8989
projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
90-
pellets = 6
91-
variance = 20
90+
pellets = 5 //monkestation edit
91+
variance = 25 // 5 pellets for 15 stam and 3 damage each
9292
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
9393

9494
/obj/item/ammo_casing/shotgun/incapacitate
9595
name = "custom incapacitating shot"
9696
desc = "A shotgun casing filled with... something. used to incapacitate targets."
9797
icon_state = "bountyshell"
9898
projectile_type = /obj/projectile/bullet/pellet/shotgun_incapacitate
99-
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
100-
variance = 25
99+
pellets = 20//monkestation edit 12 to 20
100+
variance = 30 //monkestation edit
101101
custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT*2)
102102

103103
/obj/item/ammo_casing/shotgun/improvised

code/modules/projectiles/projectile.dm

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -256,7 +256,7 @@
256256

257257
// i know that this is probably more with wands and gun mods in mind, but it's a bit silly that the projectile on_hit signal doesn't ping the projectile itself.
258258
// maybe we care what the projectile thinks! See about combining these via args some time when it's not 5AM
259-
if(stamina >= 10 && isliving(target))
259+
if(stamina >= 15 && isliving(target))
260260
var/mob/living/living = target
261261
var/datum/status_effect/stacking/debilitated/effect = living.has_status_effect(/datum/status_effect/stacking/debilitated)
262262
if(effect)

code/modules/projectiles/projectile/bullets/revolver.dm

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -45,12 +45,12 @@
4545
/obj/projectile/bullet/c38/match/bouncy
4646
name = ".38 Rubber bullet"
4747
damage = 10
48-
stamina = 30
48+
stamina = 40 //30 to 40 monkestation edit
4949
weak_against_armour = TRUE
5050
ricochets_max = 6
5151
ricochet_incidence_leeway = 0
5252
ricochet_chance = 130
53-
ricochet_decay_damage = 0.8
53+
ricochet_decay_damage = 1 //0.8 to 1 monkestation edit let them have fun
5454
shrapnel_type = null
5555
sharpness = NONE
5656
embedding = null

code/modules/projectiles/projectile/bullets/shotgun.dm

Lines changed: 6 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -18,8 +18,8 @@
1818
/obj/projectile/bullet/shotgun_beanbag
1919
name = "beanbag slug"
2020
icon_state = "pellet"
21-
damage = 10
22-
stamina = 65 //monkestation edit
21+
damage = 5 //10 to 5 monkestation edit
22+
stamina = 75 //monkestation edit
2323
wound_bonus = 20
2424
sharpness = NONE
2525
embedding = null
@@ -84,9 +84,10 @@
8484
/obj/projectile/bullet/pellet/shotgun_rubbershot
8585
name = "rubber shot pellet"
8686
damage = 3
87-
stamina = 30 //monkestation edit
87+
stamina = 15 //monkestation edit
8888
sharpness = NONE
8989
embedding = null
90+
tile_dropoff_s = 0 //monkestation edit
9091
speed = 1.2
9192
ricochets_max = 4
9293
ricochet_chance = 120
@@ -106,7 +107,8 @@
106107
/obj/projectile/bullet/pellet/shotgun_incapacitate
107108
name = "incapacitating pellet"
108109
damage = 1
109-
stamina = 6
110+
stamina = 12 //monkestation edit
111+
tile_dropoff_s = 3 //monkestation edit spitting distance
110112
embedding = null
111113

112114
/obj/projectile/bullet/pellet/shotgun_improvised

monkestation/code/modules/blood_datum/debilitated.dm

Lines changed: 4 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -5,25 +5,23 @@
55
/datum/status_effect/stacking/debilitated
66
id = "debilitated"
77
stacks = 0
8-
max_stacks = 10
8+
max_stacks = 5
99
tick_interval = 10 SECONDS
10-
delay_before_decay = 3 MINUTES
10+
delay_before_decay = 1 MINUTES
1111
consumed_on_threshold = FALSE
1212
alert_type = /atom/movable/screen/alert/status_effect/debilitated
1313
status_type = STATUS_EFFECT_REFRESH
1414

1515
///our base stamina loss multiplier
1616
var/loss_multiplier = 1
1717
///our per stack increase to stamina loss
18-
var/per_stack_multiplier_increase = 0.1
19-
///our cached stamina_mod
20-
var/cached_stamina
18+
var/per_stack_multiplier_increase = 0.2
2119

2220
/datum/status_effect/stacking/debilitated/on_apply()
2321
. = ..()
2422
if(ishuman(owner))
2523
var/mob/living/carbon/human/human = owner
26-
cached_stamina = human.physiology.temp_stamina_mod
24+
human.physiology.temp_stamina_mod = loss_multiplier + (stacks * per_stack_multiplier_increase)
2725

2826
/datum/status_effect/stacking/debilitated/add_stacks(stacks_added)
2927
. = ..()

monkestation/code/modules/blueshift/items/ammo.dm

Lines changed: 2 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -1153,30 +1153,6 @@
11531153
<i>HORNET'S NEST: Fire an overwhelming amount of projectiles in a single shot.</i>"
11541154
can_be_printed = FALSE
11551155

1156-
/obj/item/ammo_casing/shotgun/buckshot
1157-
name = "buckshot shell"
1158-
desc = "A 12 gauge buckshot shell."
1159-
icon_state = "gshell"
1160-
projectile_type = /obj/projectile/bullet/pellet/shotgun_buckshot
1161-
pellets = 8 // 8 * 6 for 48 damage if every pellet hits, we want to keep lethal shells ~50 damage
1162-
variance = 25
1163-
1164-
/obj/projectile/bullet/pellet/shotgun_buckshot
1165-
name = "buckshot pellet"
1166-
damage = 6
1167-
1168-
/obj/item/ammo_casing/shotgun/rubbershot
1169-
name = "rubber shot"
1170-
desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
1171-
icon_state = "rshell"
1172-
projectile_type = /obj/projectile/bullet/pellet/shotgun_rubbershot
1173-
pellets = 6 // 6 * 10 for 60 stamina damage, + some small amount of brute, we want to keep less lethal shells ~60
1174-
variance = 20
1175-
harmful = FALSE
1176-
1177-
/obj/projectile/bullet/pellet/shotgun_rubbershot
1178-
stamina = 10
1179-
11801156
/obj/item/ammo_casing/shotgun/magnum
11811157
name = "magnum blockshot shell"
11821158
desc = "A 12 gauge shell that fires fewer, larger pellets than buckshot. A favorite of SolFed anti-piracy enforcers, \
@@ -1285,15 +1261,15 @@
12851261
icon = 'monkestation/code/modules/blueshift/icons/projectiles.dmi'
12861262
icon_state = "stardust"
12871263
damage = 2
1288-
stamina = 10
1264+
stamina = 7
12891265
wound_bonus = 0
12901266
bare_wound_bonus = 0
12911267
stutter = 3 SECONDS
12921268
jitter = 5 SECONDS
12931269
eyeblur = 1 SECONDS
12941270
sharpness = NONE
12951271
range = 7
1296-
embedding = list(embed_chance=70, pain_chance=25, fall_chance=15, jostle_chance=80, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.9, pain_mult=2, rip_time=10)
1272+
embedding = list(embed_chance=75, pain_chance=50, fall_chance=15, jostle_chance=80, ignore_throwspeed_threshold=TRUE, pain_stam_pct=0.9, pain_mult=2, rip_time=10)
12971273

12981274
/obj/projectile/bullet/pellet/shotgun_buckshot/antitide/on_range()
12991275
do_sparks(1, TRUE, src)
@@ -1332,9 +1308,6 @@
13321308
. = ..()
13331309
AddElement(/datum/element/bane, mob_biotypes = MOB_BEAST, damage_multiplier = 5)
13341310

1335-
/obj/projectile/bullet/pellet/shotgun_improvised
1336-
weak_against_armour = TRUE // We will not have Improvised are Better 2.0
1337-
13381311
/obj/item/ammo_casing/shotgun/honkshot
13391312
name = "confetti shell"
13401313
desc = "A 12 gauge buckshot shell thats been filled to the brim with confetti, yippie!"

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