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:
FenodyreeAv
2026-07-23 18:32:13 +00:00
committed by GitHub
parent f2f1435e53
commit e7a68e3e10
4 changed files with 20 additions and 6 deletions
@@ -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)