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Damage effects for items broken out of lockboxes

Rob Nelson requested to merge pull/11753/lockboxdamage into Bleeding-Edge

Created by: Sprok0

This was suggested in #11739 so I'm giving it a shot. I am not any sort of coder and there are probably much better ways to do this, please send help All numbers and effects and whatnot are fully up for changing if they're too much or too little

Breaking open a lockbox via explosion, gunfire, or EMP will damage the contents Lockboxes can now be opened with weapons permit access rather than requiring armory access

Updated list of gun effects: All damaged weapons are inaccurate Guns with no recoil will target a random turf in the 3x3 square around the intended target, guns with recoil target a 5x5 square. If you somehow find and break a hecate, it'll target a 7x7, good luck Guns with recoil can also throw themselves out of the user's hands in a random direction all gun/energy can waste one shots worth of charge all gun/energy/laser have their beams become weaker versions, fire slower, and rarely explode gun/energy/lasercannon has its beam become weaker, and explodes a bit more often gun/energy/plasma produce sparks and increase firing delay, burn your hands and drop on the ground, and explode stronger than lasers, with the explosion chance increasing with the fire delay gun/energy/decloner will irradiate the user, deal cloneloss to the user, and break apart doing more radiation and cloneloss gun/energy/ricochet will fire in an unwanted direction about half the time gun/energy/stunrevolver will increase in firing delay, shock the user about as badly as being shot by it, and rarely explode gun/energy/crossbow will lose its silencedness, irradiate the user, and stop working entirely gun/gravitywell will shoot itself while stunning and harming the user gun/projectile that use magazines can jam. Jams are cleared by trying to take out the magazine, this takes a few seconds and drops some of the bullets on the ground. gun/projectile/automatic will set themselves to burst fire, if fired in burst mode they can get stuck in full auto, shooting until they jam, jump out of the firers hands, explode if enough bullets are fired, or run out of bullets

Non-gun things: Ablative vests will often lose its reflective ability, and sometimes increase slowdown Sechuds can lose their eye protection, lose their hud, break into normal sunglasses (which themselves can lose their eye protection), or break fully into a glass shard Clothing items lose a chunk of their armor values Mech weapons will increase in cooldown and energy cost (did you know that firing a mech taser normally uses only 20 charge from the power cell, and a laser only 30?). Ballistic weapons will also lose a chunk of their maximum projectile storage Mech weapons also gain inaccuracy like normal guns, energy weapons 3x3, ballistic weapons 5x5. Bolas launchers are still only 3x3, flashbang launchers are 7x7, because chaos

Here's some dumb gifs fullauto laser scatter this might actually be a buff to the scattershot, oops

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