Files
Aurora.3/code/modules/projectiles/projectile/energy.dm
LordFowl 56e288e910 Vaurca Content 2 (#426)
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.
2016-06-24 14:55:44 +03:00

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/obj/item/projectile/energy
name = "energy"
icon_state = "spark"
damage = 0
damage_type = BURN
check_armour = "energy"
//releases a burst of light on impact or after travelling a distance
/obj/item/projectile/energy/flash
name = "chemical shell"
icon_state = "bullet"
damage = 5
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
var/flash_range = 0
var/brightness = 7
var/light_duration = 5
/obj/item/projectile/energy/flash/on_impact(var/atom/A)
var/turf/T = flash_range? src.loc : get_turf(A)
if(!istype(T)) return
//blind adjacent people
for (var/mob/living/carbon/M in viewers(T, flash_range))
if(M.eyecheck() < 1)
flick("e_flash", M.flash)
//snap pop
playsound(src, 'sound/effects/snap.ogg', 50, 1)
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
new /obj/effect/effect/sparks(T)
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
//blinds people like the flash round, but can also be used for temporary illumination
/obj/item/projectile/energy/flash/flare
damage = 10
flash_range = 1
brightness = 9 //similar to a flare
light_duration = 200
/obj/item/projectile/energy/electrode
name = "electrode"
icon_state = "spark"
nodamage = 1
taser_effect = 1
agony = 40
damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.
/obj/item/projectile/energy/electrode/stunshot
name = "stunshot"
damage = 5
taser_effect = 1
agony = 80
/obj/item/projectile/energy/declone
name = "declone"
icon_state = "declone"
nodamage = 1
damage_type = CLONE
irradiate = 40
/obj/item/projectile/energy/dart
name = "dart"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/bolt
name = "bolt"
icon_state = "cbbolt"
damage = 10
damage_type = TOX
nodamage = 0
agony = 40
stutter = 10
/obj/item/projectile/energy/bolt/large
name = "largebolt"
damage = 20
/obj/item/projectile/energy/neurotoxin
name = "neuro"
icon_state = "neurotoxin"
damage = 5
damage_type = TOX
weaken = 5
/obj/item/projectile/energy/phoron
name = "phoron bolt"
icon_state = "energy"
damage = 20
damage_type = TOX
irradiate = 20
/obj/item/projectile/energy/sonic
name = "distortion"
icon = 'icons/obj/machines/particle_accelerator2.dmi'
icon_state = "particle"
check_armour = "bomb"
damage = 60
damage_type = BRUTE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
kill_count = 100
embed = 0
incinerate = 40
weaken = 5
stun = 5
/obj/item/projectile/energy/sonic/on_hit(var/atom/target, var/blocked = 0)
var/mob/M = target
if(isturf(target))
target.ex_act(0)
if(ismob(target))
explosion(target, -1, 0, 2)
M.gib()
..()
/obj/item/projectile/energy/blaster
name = "blaster bolt"
icon_state = "laser"
check_armour = "laser"
damage = 10
damage_type = BURN
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
embed = 0
incinerate = 5
/*/obj/item/projectile/energy/flamer
name = "promethium"
icon_state = "fire"
check_armour = "energy"
kill_count = 25
damage = 10
damage_type = BURN
pass_flags = PASSTABLE
step_delay = 2
kill_count = 75
embed = 0
incinerate = 10*/