mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-07-16 02:02:20 +01:00
a7dcf886ae
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.
117 lines
2.0 KiB
Plaintext
117 lines
2.0 KiB
Plaintext
/obj/item/projectile/energy
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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flag = "energy"
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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/*
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stun = 10
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weaken = 10
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stutter = 10
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*/
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agony = 50
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damage_type = HALLOSS
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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damage = 40
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damage_type = CLONE
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irradiate = 40
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 10
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damage_type = TOX
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irradiate = 70
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nodamage = 0
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// weaken = 10
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// stutter = 10
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/obj/item/projectile/energy/bolt/large
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name = "largebolt"
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damage = 20
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/obj/item/projectile/energy/neurotoxin
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name = "neuro"
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icon_state = "neurotoxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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/obj/item/projectile/energy/plasma
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name = "plasma bolt"
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icon_state = "energy"
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damage = 20
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damage_type = TOX
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irradiate = 40
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/obj/item/projectile/energy/electrode/instant
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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stun = 10
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weaken = 10
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stutter = 10
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/obj/item/projectile/energy/electrode/high
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name = "electrode"
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icon_state = "spark"
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nodamage = 1
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/*
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stun = 10
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weaken = 10
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stutter = 10
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*/
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agony = 70
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damage_type = HALLOSS
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/obj/item/projectile/energy/mining //not in the game. i'll play with it later probably.
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name = "electrode"
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icon_state = "spark"
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damage = 5
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kill_count = 3
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var/life = 5
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Bump(atom/A)
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A.bullet_act(src, def_zone)
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src.life -= 1
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if(life <= 0)
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del(src)
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return
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/turf/simulated/mineral/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/energy/mining))
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src.GetDrilled()
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..()
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return 0
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/obj/structure/boulder/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/energy/mining))
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del(src)
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..()
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return 0 |