Added Reactive Teleport armour and on/off sprites for the armour.

Click in hand to toggle on/off (like a cloaking device).
When worn and activated, successfully blocked attacks will cause the wearer to warp randomly up to 8 tiles.
EMPs will disable it.
Values may need tweaking to balance the armour.
One set now spawns in the RD's office to it will get used/tested, depending on how that goes I may move it to being produceable by the protolathe only, or remove it entirely etc

Removed more X-Com shit I managed to fail to remove because of silliness with updating before committing restoring the file I meant to delete.

Updated the changelog.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2680 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
kortgstation@gmail.com
2011-12-14 09:12:03 +00:00
parent b04400e11c
commit 784b6ee0db
9 changed files with 171 additions and 172 deletions

View File

@@ -54,34 +54,3 @@
active = 0
icon_state = "shield0"
..()
/obj/item/weapon/displacer
name = "displacer field"
desc = "Projects a specialized energy field designed to teleport the user out of harms way."
icon = 'device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = FPRINT | TABLEPASS| CONDUCT| ONBELT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 4.0
origin_tech = "magnets=3;bluespace=4"
/obj/item/weapon/displacer/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "\blue The displacer field is now active."
src.icon_state = "shield1"
else
user << "\blue The displacer field is now inactive."
src.icon_state = "shield0"
src.add_fingerprint(user)
return
/obj/item/weapon/displacer/emp_act(severity)
active = 0
icon_state = "shield0"
..()