Reloadable lasers- needs sprites

Reloadable lasers plus upgrade thing stuff.  Tested, works.  Not added
to game yet.  Not twohanded yet-- maybe we should leave it onehanded?

Numbers for the laser are still up in the air.  It's pretty neat.  You
can load it with different types of lasers and stuff.
This commit is contained in:
Duck-
2014-12-23 00:53:22 -05:00
parent 0b344ff76a
commit a7dcf886ae
11 changed files with 243 additions and 45 deletions
+4 -3
View File
@@ -99,12 +99,13 @@ var/list/beam_master = list()
name = "xray beam"
icon_state = "xray"
damage = 30
// forcedodge = -1
/obj/item/projectile/beam/xray/burst
name = "xray beam"
icon_state = "xray"
// damage = 15 this makes rapidlasers kill almost exactly as fast as the rifle, but since they do a tripleburst, armor is much more effective. plus. rng miss.
damage = 20 //hence 20 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
damage = 25 //hence 25 damage. slight advantage over regular lasers. half-capacity for damage. use for coolness. use laser cannons for powergame.
/obj/item/projectile/beam/pulse
name = "pulse"
@@ -122,10 +123,10 @@ var/list/beam_master = list()
icon_state = "emitter"
damage = 30
/obj/item/projectile/beam/stunrevolver
/obj/item/projectile/beam/stun
name = "stun beam"
icon_state = "stun"
damage = 10
damage = 20
agony = 45
/obj/item/projectile/beam/lastertag/blue
@@ -88,3 +88,30 @@
*/
agony = 70
damage_type = HALLOSS
/obj/item/projectile/energy/mining //not in the game. i'll play with it later probably.
name = "electrode"
icon_state = "spark"
damage = 5
kill_count = 3
var/life = 5
Bump(atom/A)
A.bullet_act(src, def_zone)
src.life -= 1
if(life <= 0)
del(src)
return
/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/energy/mining))
src.GetDrilled()
..()
return 0
/obj/structure/boulder/bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/energy/mining))
del(src)
..()
return 0