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Aurora.3/code/game/objects/effects/projectile/projectile_muzzle.dm
fernerr 52e7726b23 Replaces the sprites of hivebots and enhances/fixes their behaviour (#6262)
Replaced the hivebot sprites (Thanks to Kyres1) as suggested in this thread. https://forums.aurorastation.org/topic/11610-hivebotspace-bear-resprite/

    Hivebot beacons now spawn in as one of three different variants, their only difference right now is the type of defensive weaponry they use. (Rapid firing taser, Radioactive/toxic beam or an incendiary beam)

    Hivebot beacons keep track of their spawned bots, halting further spawns if the number of existing bots becomes that of the max allowed.

    Added a red variant of the hivebot sprite, to easily differentiate between the melee and ranged variants

    Hivebots are now affected by emps.

    The timer now works properly, the hivebots will all not spawn at once.

    New: Added a snoozing var, that if set to 1 will not allow the beacon to spawn bots until it has spotted an enemy. Will possibly be used in future mapping stuff related to dungeons and the like.

The balancing is something I'm torn on and will likely tinker with further in the future, pending feedback.
2019-05-29 21:28:59 +03:00

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/obj/effect/projectile/muzzle
name = "muzzle flash"
icon = 'icons/effects/projectiles/muzzle.dmi'
/obj/effect/projectile/muzzle/laser
icon_state = "muzzle_laser"
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/muzzle/laser/blue
icon_state = "muzzle_blue"
light_color = LIGHT_COLOR_BLUE
/obj/effect/projectile/muzzle/disabler
icon_state = "muzzle_omni"
light_color = LIGHT_COLOR_CYAN
/obj/effect/projectile/muzzle/xray
icon_state = "muzzle_xray"
light_color = LIGHT_COLOR_GREEN
/obj/effect/projectile/muzzle/pulse
icon_state = "muzzle_u_laser"
light_color = LIGHT_COLOR_BLUE
/obj/effect/projectile/muzzle/plasma_cutter
icon_state = "muzzle_plasmacutter"
light_color = LIGHT_COLOR_CYAN
/obj/effect/projectile/muzzle/stun
icon_state = "muzzle_stun"
light_color = LIGHT_COLOR_YELLOW
/obj/effect/projectile/muzzle/heavy_laser
icon_state = "muzzle_beam_heavy"
light_power = 3
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/muzzle/cult
name = "arcane flash"
icon_state = "muzzle_cult"
light_color = LIGHT_COLOR_VIOLET
appearance_flags = NO_CLIENT_COLOR
/obj/effect/projectile/muzzle/cult/heavy
icon_state = "muzzle_hcult"
light_power = 3
appearance_flags = NO_CLIENT_COLOR
/obj/effect/projectile/muzzle/solar
icon_state = "muzzle_solar"
light_color = LIGHT_COLOR_FIRE
/obj/effect/projectile/muzzle/eyelaser
icon_state = "muzzle_eye"
light_color = LIGHT_COLOR_RED
/obj/effect/projectile/muzzle/emitter
icon_state = "muzzle_emitter"
light_color = LIGHT_COLOR_GREEN
/obj/effect/projectile/muzzle/bullet
icon_state = "muzzle_bullet"
/obj/effect/projectile/muzzle/tachyon
icon_state = "muzzle_pulse"
light_color = LIGHT_COLOR_CYAN
/obj/effect/projectile/muzzle/bolt
icon_state = "muzzle_bolt"
light_color = LIGHT_COLOR_FIRE
/obj/effect/projectile/muzzle/gauss
icon_state = "muzzle_gauss"
/obj/effect/projectile/muzzle/bfg
icon_state = "muzzle_bfg"
light_color = LIGHT_COLOR_GREEN