mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-25 14:00:18 +01:00
Modlaser betaray fix (#22887)
Phoron bolts are only used in modlasers now, so I felt comfortable editing the base projectile. It now checks bio armor, does more radiation to match the increased radiation cap. The two florarays got missed in being assigned damage malnuses and were absurdly lethal if you shot people with them. changes: - bugfix: "Fixes flora rays dealing full toxin damage, despite not being combat modulators. Also updates the message if they are powerful enough to deal damage." - bugfix: "Fixes flora rays not checking radiation armor, despite being radiation beams." - bugfix: "Fixes Phoron bolts dealing the wrong damage and respecting the wrong armour type. They now do toxin and check bio armor. They also irradiate more, as radiation now goes up to 1000."
This commit is contained in:
@@ -443,6 +443,7 @@
|
||||
projectile = /obj/projectile/energy/floramut
|
||||
icon_state = "somatoray"
|
||||
firing_sound = 'sound/effects/stealthoff.ogg'
|
||||
damage = 0.1 //This deals toxin damage. Very strong unless it has a big damage malus.
|
||||
|
||||
/obj/item/laser_components/modulator/floramut2
|
||||
name = "betaray modulator"
|
||||
@@ -450,6 +451,7 @@
|
||||
projectile = /obj/projectile/energy/florayield
|
||||
icon_state = "betaray"
|
||||
firing_sound = 'sound/effects/stealthoff.ogg'
|
||||
damage = 0.1 //This deals toxin damage. Very strong unless it has a big damage malus.
|
||||
|
||||
/obj/item/laser_components/modulator/xenovermin
|
||||
name = "xenovermin modulator"
|
||||
@@ -504,6 +506,7 @@
|
||||
name = "phoron bolt modulator"
|
||||
desc = "Modulates the beam into firing toxic phoron bolts."
|
||||
projectile = /obj/projectile/energy/phoron
|
||||
damage = 0.5
|
||||
icon_state = "tox"
|
||||
firing_sound = 'sound/effects/stealthoff.ogg'
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_PHORON = 4)
|
||||
|
||||
@@ -95,7 +95,9 @@
|
||||
/obj/projectile/energy/phoron
|
||||
name = "phoron bolt"
|
||||
icon_state = "energy"
|
||||
irradiate = 20
|
||||
irradiate = 80 //Radiation goes up to 1000
|
||||
check_armor = BIO
|
||||
damage_type = DAMAGE_TOXIN
|
||||
|
||||
/obj/projectile/energy/bfg
|
||||
name = "distortion"
|
||||
|
||||
@@ -141,7 +141,7 @@
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = DAMAGE_TOXIN
|
||||
check_armor = ENERGY
|
||||
check_armor = RAD
|
||||
|
||||
/obj/projectile/energy/floramut/gene
|
||||
name = "gamma somatoray"
|
||||
@@ -172,7 +172,8 @@
|
||||
M.adjustFireLoss(rand(5,15))
|
||||
M.show_message(SPAN_WARNING("The radiation beam singes you!"))
|
||||
else if(iscarbon(target))
|
||||
M.show_message(SPAN_NOTICE("The radiation beam dissipates harmlessly through your body."))
|
||||
if(damage <= 5)
|
||||
M.show_message(SPAN_NOTICE("The radiation beam mostly dissipates harmlessly through your body."))
|
||||
else
|
||||
return 1
|
||||
|
||||
@@ -181,7 +182,7 @@
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = DAMAGE_TOXIN
|
||||
check_armor = ENERGY
|
||||
check_armor = RAD
|
||||
|
||||
/obj/projectile/energy/florayield/on_hit(atom/target, blocked, def_zone)
|
||||
. = ..()
|
||||
@@ -191,11 +192,11 @@
|
||||
if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
|
||||
M.adjustNutritionLoss(-30)
|
||||
else if (istype(target, /mob/living/carbon/))
|
||||
M.show_message(SPAN_NOTICE("The radiation beam dissipates harmlessly through your body."))
|
||||
if(damage <= 5)
|
||||
M.show_message(SPAN_NOTICE("The radiation beam mostly dissipates harmlessly through your body."))
|
||||
else
|
||||
return 1
|
||||
|
||||
|
||||
/obj/projectile/beam/mindflayer
|
||||
name = "flayer ray"
|
||||
|
||||
|
||||
Reference in New Issue
Block a user