Files
Aurora.3/code/modules/projectiles/projectile/beams.dm
LordFowl 76372c4b15 [Ready for Review] Unapologetic Vaurca Buffs III: Revenge of the Buffs (#4885)
Implements various changes at the behest of lore-dev BygoneHero, namely:

Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
2018-07-22 19:17:03 +03:00

356 lines
10 KiB
Plaintext

/obj/item/projectile/beam
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 30
damage_type = BURN
check_armour = "laser"
eyeblur = 4
var/frequency = 1
hitscan = 1
invisibility = 101 //beam projectiles are invisible as they are rendered by the effect engine
muzzle_type = /obj/effect/projectile/muzzle/laser
tracer_type = /obj/effect/projectile/tracer/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/practice
name = "laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
no_attack_log = 1
check_armour = "laser"
eyeblur = 2
/obj/item/projectile/beam/pistol
damage = 30
/obj/item/projectile/beam/midlaser
damage = 35
armor_penetration = 10
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
icon_state = "heavylaser"
damage = 60
armor_penetration = 30
muzzle_type = /obj/effect/projectile/muzzle/heavy_laser
tracer_type = /obj/effect/projectile/tracer/heavy_laser
impact_type = /obj/effect/projectile/impact/heavy_laser
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 25
armor_penetration = 50
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
armor_penetration = 50
muzzle_type = /obj/effect/projectile/muzzle/pulse
tracer_type = /obj/effect/projectile/tracer/pulse
impact_type = /obj/effect/projectile/impact/pulse
/obj/item/projectile/beam/pulse/on_hit(var/atom/target, var/blocked = 0)
if(isturf(target))
target.ex_act(2)
..()
/obj/item/projectile/beam/pulse/heavy
name = "heavy pulse laser"
icon_state = "pulse1_bl"
var/life = 20
/obj/item/projectile/beam/pulse/heavy/Collide(atom/A)
A.bullet_act(src, def_zone)
src.life -= 10
if(life <= 0)
qdel(src)
/obj/item/projectile/beam/emitter
name = "emitter beam"
icon_state = "emitter"
damage = 0 // The actual damage is computed in /code/modules/power/singularity/emitter.dm
muzzle_type = /obj/effect/projectile/muzzle/emitter
tracer_type = /obj/effect/projectile/tracer/emitter
impact_type = /obj/effect/projectile/impact/emitter
/obj/item/projectile/beam/lastertag/blue
name = "lasertag beam"
icon_state = "bluelaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
muzzle_type = /obj/effect/projectile/muzzle/laser/blue
tracer_type = /obj/effect/projectile/tracer/laser/blue
impact_type = /obj/effect/projectile/impact/laser/blue
/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
M.Weaken(5)
return 1
/obj/item/projectile/beam/lastertag/red
name = "lasertag beam"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
no_attack_log = 1
damage_type = BURN
check_armour = "laser"
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
M.Weaken(5)
return 1
/obj/item/projectile/beam/lastertag/omni//A laser tag bolt that stuns EVERYONE
name = "lasertag beam"
icon_state = "omnilaser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 0
damage_type = BURN
check_armour = "laser"
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon/human))
var/mob/living/carbon/human/M = target
if((istype(M.wear_suit, /obj/item/clothing/suit/bluetag))||(istype(M.wear_suit, /obj/item/clothing/suit/redtag)))
M.Weaken(5)
return 1
/obj/item/projectile/beam/sniper
name = "sniper beam"
icon_state = "xray"
damage = 50
armor_penetration = 20
stun = 3
weaken = 3
stutter = 3
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/stun
name = "stun beam"
icon_state = "stun"
nodamage = 1
taser_effect = 1
agony = 40
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/muzzle/stun
tracer_type = /obj/effect/projectile/tracer/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/item/projectile/beam/gatlinglaser
name = "diffused laser"
icon_state = "heavylaser"
damage = 10
no_attack_log = 1
muzzle_type = /obj/effect/projectile/muzzle/disabler
tracer_type = /obj/effect/projectile/tracer/disabler
impact_type = /obj/effect/projectile/impact/disabler
/obj/item/projectile/beam/mousegun
name = "diffuse electrical arc"
icon_state = "stun"
nodamage = 1
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/muzzle/stun
tracer_type = /obj/effect/projectile/tracer/stun
impact_type = /obj/effect/projectile/impact/stun
/obj/item/projectile/beam/mousegun/on_impact(var/atom/A)
mousepulse(A, 1)
..()
/obj/item/projectile/beam/mousegun/proc/mousepulse(turf/epicenter, range, log=0)
if (!epicenter)
return
if (!istype(epicenter, /turf))
epicenter = get_turf(epicenter.loc)
for (var/mob/living/M in range(range, epicenter))
var/distance = get_dist(epicenter, M)
if (distance < 0)
distance = 0
if (distance <= range)
if (M.mob_size <= 2 && (M.find_type() & TYPE_ORGANIC))
M.visible_message("<span class='danger'>[M] bursts like a balloon!</span>")
M.gib()
spark(M, 3, alldirs)
else if (iscarbon(M) && M.contents.len)
for (var/obj/item/weapon/holder/H in M.contents)
if (!H.contained)
continue
var/mob/living/A = H.contained
if (!istype(A))
continue
if (A.mob_size <= 2 && (A.find_type() & TYPE_ORGANIC))
H.release_mob()
A.visible_message("<span class='danger'>[A] bursts like a balloon!</span>")
A.gib()
M << 'sound/effects/basscannon.ogg'
return 1
/obj/item/projectile/beam/shotgun
name = "diffuse laser"
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 15
eyeblur = 4
muzzle_type = /obj/effect/projectile/muzzle/laser
tracer_type = /obj/effect/projectile/tracer/laser
impact_type = /obj/effect/projectile/impact/laser
/obj/item/projectile/beam/megaglaive
name = "thermal lance"
icon_state = "megaglaive"
damage = 10
incinerate = 5
armor_penetration = 10
no_attack_log = 1
muzzle_type = /obj/effect/projectile/muzzle/solar
tracer_type = /obj/effect/projectile/tracer/solar
impact_type = /obj/effect/projectile/impact/solar
/obj/item/projectile/beam/megaglaive/on_impact(var/atom/A)
if(isturf(A))
if(istype(A, /turf/simulated/mineral))
if(prob(75)) //likely because its a mining tool
var/turf/simulated/mineral/M = A
if(prob(10))
M.GetDrilled(1)
else if(!M.emitter_blasts_taken)
M.emitter_blasts_taken += 1
else if(prob(33))
M.emitter_blasts_taken += 1
if(ismob(A))
var/mob/living/M = A
M.apply_effect(1, INCINERATE, 0)
explosion(A, -1, 0, 2)
..()
/obj/item/projectile/beam/thermaldrill
name = "thermal drill"
icon_state = "megaglaive"
damage = 1
no_attack_log = 1
muzzle_type = /obj/effect/projectile/muzzle/solar
tracer_type = /obj/effect/projectile/tracer/solar
impact_type = /obj/effect/projectile/impact/solar
/obj/item/projectile/beam/thermaldrill/on_impact(var/atom/A)
if(isturf(A))
if(istype(A, /turf/simulated/mineral))
if(prob(75)) //likely because its a mining tool
var/turf/simulated/mineral/M = A
if(prob(33))
M.GetDrilled(1)
else if(!M.emitter_blasts_taken)
M.emitter_blasts_taken += 2
else if(prob(66))
M.emitter_blasts_taken += 2
..()
//Beams of magical veil energy fired by empowered pylons. Some inbuilt armor penetration cuz magic.
//Ablative armor is still overwhelmingly useful
//These beams are very weak but rapid firing, ~twice per second.
/obj/item/projectile/beam/cult
name = "energy bolt"
//For projectiles name is only shown in onhit messages, so its more of a layman's description
//of what the projectile looks like
damage = 3.5 //Very weak
accuracy = 4 //Guided by magic, unlikely to miss
eyeblur = 0 //Not bright or blinding
var/mob/living/ignore
muzzle_type = /obj/effect/projectile/muzzle/cult
tracer_type = /obj/effect/projectile/tracer/cult
impact_type = /obj/effect/projectile/impact/cult
/obj/item/projectile/beam/cult/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
//Harmlessly passes through cultists and constructs
if (target_mob == ignore)
return 0
if (iscult(target_mob))
return 0
return ..()
/obj/item/projectile/beam/cult/heavy
name = "glowing energy bolt"
damage = 10 //Stronger and better armor penetration, though still much weaker than a typical laser
armor_penetration = 10
muzzle_type = /obj/effect/projectile/muzzle/cult/heavy
tracer_type = /obj/effect/projectile/tracer/cult/heavy
impact_type = /obj/effect/projectile/impact/cult/heavy
/obj/item/projectile/beam/energy_net
name = "energy net projection"
icon_state = "xray"
nodamage = 1
damage_type = HALLOSS
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray
impact_type = /obj/effect/projectile/impact/xray
/obj/item/projectile/beam/energy_net/on_hit(var/atom/netted)
do_net(netted)
..()
/obj/item/projectile/beam/energy_net/proc/do_net(var/mob/M)
var/obj/item/weapon/energy_net/net = new (get_turf(M))
net.throw_impact(M)
/obj/item/projectile/beam/tachyon
name = "particle beam"
icon_state = "xray"
damage = 25
armor_penetration = 65
penetrating = 1
maiming = 1
maim_rate = 5
clean_cut = 1
maim_type = DROPLIMB_BURN
muzzle_type = /obj/effect/projectile/muzzle/tachyon
tracer_type = /obj/effect/projectile/tracer/tachyon
impact_type = /obj/effect/projectile/impact/tachyon