mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-02 13:32:32 +00:00
Vaurca hivemind language added. Vaurca appropriate name generator added. Tied Vaurca language to their neural socket organ. Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item. Sprites for Vaurca organs. Neutered all Vaurca. Cutting open a Vaurca for surgery now requires heavier equipment. Injecting a Vaurca with a syringe now will take time. Adds various Vaurca cosmetic items available via loadout. Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus. Ports the ability to stick heads on spears from Paradise-code. Added an error message when trying to bite someone before the cooldown expires. Removed spoken Vaurca language. Heavily nerfed K'ois' properties. Halved the nutrition value of nutriment, returning it to old-code state. Nerfed the damage dealt by bite, while reducing the cooldown. Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons. Fixed Vaurca player ability to select coloured eyes.
147 lines
3.4 KiB
Plaintext
147 lines
3.4 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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check_armour = "energy"
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//releases a burst of light on impact or after travelling a distance
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/obj/item/projectile/energy/flash
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name = "chemical shell"
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icon_state = "bullet"
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damage = 5
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kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
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var/flash_range = 0
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var/brightness = 7
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var/light_duration = 5
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/obj/item/projectile/energy/flash/on_impact(var/atom/A)
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var/turf/T = flash_range? src.loc : get_turf(A)
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if(!istype(T)) return
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//blind adjacent people
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for (var/mob/living/carbon/M in viewers(T, flash_range))
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if(M.eyecheck() < 1)
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flick("e_flash", M.flash)
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//snap pop
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playsound(src, 'sound/effects/snap.ogg', 50, 1)
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src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
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new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
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new /obj/effect/effect/sparks(T)
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new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
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//blinds people like the flash round, but can also be used for temporary illumination
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/obj/item/projectile/energy/flash/flare
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damage = 10
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flash_range = 1
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brightness = 9 //similar to a flare
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light_duration = 200
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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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taser_effect = 1
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agony = 40
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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/electrode/stunshot
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name = "stunshot"
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damage = 5
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taser_effect = 1
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agony = 80
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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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nodamage = 1
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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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nodamage = 0
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agony = 40
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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/phoron
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name = "phoron 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 = 20
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/obj/item/projectile/energy/sonic
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name = "distortion"
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icon = 'icons/obj/machines/particle_accelerator2.dmi'
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icon_state = "particle"
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check_armour = "bomb"
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damage = 60
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damage_type = BRUTE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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kill_count = 100
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embed = 0
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incinerate = 40
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weaken = 5
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stun = 5
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/obj/item/projectile/energy/sonic/on_hit(var/atom/target, var/blocked = 0)
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var/mob/M = target
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if(isturf(target))
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target.ex_act(0)
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if(ismob(target))
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explosion(target, -1, 0, 2)
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M.gib()
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..()
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/obj/item/projectile/energy/blaster
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name = "blaster bolt"
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icon_state = "laser"
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check_armour = "laser"
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damage = 10
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damage_type = BURN
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
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embed = 0
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incinerate = 5
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/*/obj/item/projectile/energy/flamer
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name = "promethium"
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icon_state = "fire"
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check_armour = "energy"
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kill_count = 25
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damage = 10
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damage_type = BURN
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pass_flags = PASSTABLE
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step_delay = 2
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kill_count = 75
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embed = 0
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incinerate = 10*/ |