Files
Duck- a7dcf886ae 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.
2014-12-23 00:53:22 -05:00

117 lines
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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
flag = "energy"
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
/*
stun = 10
weaken = 10
stutter = 10
*/
agony = 50
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
damage = 40
damage_type = CLONE
irradiate = 40
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
irradiate = 70
nodamage = 0
// weaken = 10
// stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/plasma
name = "plasma bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 40
/obj/item/projectile/energy/electrode/instant
name = "electrode"
icon_state = "spark"
nodamage = 1
stun = 10
weaken = 10
stutter = 10
/obj/item/projectile/energy/electrode/high
name = "electrode"
icon_state = "spark"
nodamage = 1
/*
stun = 10
weaken = 10
stutter = 10
*/
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