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Mech's update (#6089)
This is a big PR, implements most of https://forums.aurorastation.org/topic/11276-the-small-ish-robotics-rework/ Changes: rscadd: "Added Kinetic accelerator to mechs. RND can now research and make these Kinetc accelerators. There is a regular and a burst(3 shots) version. It will be better than average-decent man-held KA." rscdel: "Added flamethrower for mechs. RND can now research and make this flamethrower. Works like man-held flamethrower." soundadd: "Added flamethrower sound." balance: "Hermes mech armour values has beeen rework. No longer it has bullet protection of millitary grade mech, and brute protection of a baby. Bomb protection increased, and fire protection decreased." bugfix: "Fixed fire spam of burst mech weapons. Before if you click fast enough you were able to bypass cooldown x number of times in a row for burst mech weapons." tweak: "Hydraulic clamp now loads all of the ores from a tile in one click into the box of mech. Just like mining satchel." tweak: "The LBX AC 10 "Scattershot" now uses shotgun sound effect." Replaces use of ':' inside of Mech's and hostile mob code
This commit is contained in:
committed by
Erki
parent
f107160c96
commit
d839bf0d48
@@ -8,6 +8,12 @@
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range = 5
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var/pressure_decrease = 0.25
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/obj/item/projectile/kinetic/mech
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damage = 15
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/obj/item/projectile/kinetic/mech/burst
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damage = 10
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/obj/item/projectile/kinetic/on_impact(var/atom/A,var/aoe_scale = 1, var/damage_scale = 1)
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var/turf/target_turf = get_turf(A)
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if(!target_turf)
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@@ -253,11 +253,11 @@ mob/living/simple_animal/hostile/hitby(atom/movable/AM as mob|obj,var/speed = TH
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if (casingtype)
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new casingtype(loc)
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/mob/living/simple_animal/hostile/proc/Shoot(var/target, var/start, var/user, var/bullet = 0)
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/mob/living/simple_animal/hostile/proc/Shoot(var/target, var/start, var/mob/user, var/bullet = 0)
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if(target == start)
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return
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var/obj/item/projectile/A = new projectiletype(user:loc)
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var/obj/item/projectile/A = new projectiletype(user.loc)
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playsound(user, projectilesound, 100, 1)
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if(!A) return
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var/def_zone = get_exposed_defense_zone(target)
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@@ -488,6 +488,27 @@
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id = "drill"
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build_path = /obj/item/mecha_parts/mecha_equipment/tool/drill
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/datum/design/item/mecha/kinetic_accelerator
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name = "Burst kinetic accelerator"
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id = "kinetic_accelerator"
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req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 3, TECH_PHORON = 3)
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materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250)
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build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/kin_accelerator
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/datum/design/item/mecha/kinetic_accelerator/burst
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name = "Kinetic accelerator"
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id = "kinetic_accelerator_burst"
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req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_MAGNET = 4, TECH_PHORON = 4)
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materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 60000, "silver" = 7250)
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build_path = /obj/item/mecha_parts/mecha_equipment/weapon/energy/kin_accelerator/burst
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/datum/design/item/mecha/flamethrower
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name = "Flamethrower"
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id = "flamethrower"
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req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_COMBAT = 2, TECH_PHORON = 2)
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materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 40000)
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build_path = /obj/item/mecha_parts/mecha_equipment/weapon/flamethrower
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/datum/design/item/mecha/extinguisher
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name = "Extinguisher"
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id = "extinguisher"
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