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Ports Baystation12/Baystation12#12658 Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant. Also, uranium meteors will irradiate nearby people when they explode.
215 lines
5.8 KiB
Plaintext
215 lines
5.8 KiB
Plaintext
/obj/item/projectile/ion
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name = "ion bolt"
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icon_state = "ion"
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damage = 0
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damage_type = BURN
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nodamage = 1
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check_armour = "energy"
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var/pulse_range = 1
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on_hit(var/atom/target, var/blocked = 0)
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empulse(target, pulse_range, pulse_range)
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return 1
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/obj/item/projectile/ion/small
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name = "ion pulse"
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pulse_range = 0
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/obj/item/projectile/bullet/gyro
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name ="explosive bolt"
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icon_state= "bolter"
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damage = 50
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check_armour = "bullet"
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sharp = 1
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edge = 1
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on_impact(var/atom/A)
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explosion(A, -1, 0, 2)
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..()
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/obj/item/projectile/bullet/gyro/law
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name ="high-ex round"
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icon_state= "bolter"
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damage = 15
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on_hit(var/atom/target, var/blocked = 0)
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explosion(target, -1, 0, 2)
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sleep(0)
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),3,3)
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return 1
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/obj/item/projectile/temp
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name = "freeze beam"
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icon_state = "ice_2"
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damage = 0
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damage_type = BURN
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nodamage = 1
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check_armour = "energy"
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//var/temperature = 300
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on_hit(var/atom/target, var/blocked = 0)//These two could likely check temp protection on the mob
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if(istype(target, /mob/living))
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var/mob/M = target
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M.bodytemperature = -273
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return 1
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/obj/item/projectile/meteor
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name = "meteor"
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icon = 'icons/obj/meteor.dmi'
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icon_state = "small1"
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damage = 0
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damage_type = BRUTE
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nodamage = 1
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check_armour = "bullet"
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Bump(atom/A as mob|obj|turf|area)
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if(A == firer)
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loc = A.loc
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return
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sleep(-1) //Might not be important enough for a sleep(-1) but the sleep/spawn itself is necessary thanks to explosions and metoerhits
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if(src)//Do not add to this if() statement, otherwise the meteor won't delete them
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if(A)
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A.ex_act(2)
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playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
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for(var/mob/M in range(10, src))
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if(!M.stat && !istype(M, /mob/living/silicon/ai))\
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shake_camera(M, 3, 1)
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qdel(src)
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return 1
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else
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return 0
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/obj/item/projectile/energy/floramut
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name = "alpha somatoray"
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icon_state = "energy"
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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on_hit(var/atom/target, var/blocked = 0)
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var/mob/living/M = target
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if(ishuman(target))
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var/mob/living/carbon/human/H = M
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if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
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if(prob(15))
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H.apply_effect((rand(30,80)),IRRADIATE,blocked = H.getarmor(null, "rad"))
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M.Weaken(5)
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for (var/mob/V in viewers(src))
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V.show_message("<span class='warning'>[M] writhes in pain as \his vacuoles boil.</span>", 3, "<span class='warning'>You hear the crunching of leaves.</span>", 2)
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if(prob(35))
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// for (var/mob/V in viewers(src)) //Public messages commented out to prevent possible metaish genetics experimentation and stuff. - Cheridan
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// V.show_message("\red [M] is mutated by the radiation beam.", 3, "\red You hear the snapping of twigs.", 2)
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if(prob(80))
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randmutb(M)
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domutcheck(M,null)
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else
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randmutg(M)
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domutcheck(M,null)
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else
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M.adjustFireLoss(rand(5,15))
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M.show_message("<span class='warning'>The radiation beam singes you!</span>")
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// for (var/mob/V in viewers(src))
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// V.show_message("\red [M] is singed by the radiation beam.", 3, "\red You hear the crackle of burning leaves.", 2)
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else if(istype(target, /mob/living/carbon/))
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// for (var/mob/V in viewers(src))
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// V.show_message("The radiation beam dissipates harmlessly through [M]", 3)
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M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
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else
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return 1
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/obj/item/projectile/energy/florayield
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name = "beta somatoray"
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icon_state = "energy2"
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damage = 0
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damage_type = TOX
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nodamage = 1
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check_armour = "energy"
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on_hit(var/atom/target, var/blocked = 0)
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var/mob/M = target
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if(ishuman(target)) //These rays make plantmen fat.
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var/mob/living/carbon/human/H = M
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if((H.species.flags & IS_PLANT) && (M.nutrition < 500))
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M.nutrition += 30
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else if (istype(target, /mob/living/carbon/))
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M.show_message("<span class='notice'>The radiation beam dissipates harmlessly through your body.</span>")
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else
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return 1
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/obj/item/projectile/beam/mindflayer
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name = "flayer ray"
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on_hit(var/atom/target, var/blocked = 0)
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if(ishuman(target))
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var/mob/living/carbon/human/M = target
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M.adjustBrainLoss(5)
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M.hallucination += 20
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/obj/item/projectile/bullet/trod
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name ="tungsten rod"
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icon_state= "gauss"
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damage = 75
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check_armour = "bomb"
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sharp = 1
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edge = 1
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on_impact(var/atom/A)
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explosion(A, 0, 0, 4)
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..()
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/obj/item/projectile/chameleon
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name = "bullet"
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icon_state = "bullet"
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damage = 1 // stop trying to murderbone with a fake gun dumbass!!!
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embed = 0 // nope
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nodamage = 1
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damage_type = HALLOSS
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muzzle_type = /obj/effect/projectile/bullet/muzzle
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//magic
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/obj/item/projectile/magic
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name = "bolt of nothing"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "spell"
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damage = 0
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check_armour = "energy"
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embed = 0
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damage_type = HALLOSS
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/obj/item/projectile/magic/fireball
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name = "fireball"
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icon_state = "fireball"
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damage = 20
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damage_type = BURN
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/obj/item/projectile/magic/fireball/on_impact(var/atom/A)
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explosion(A, 0, 0, 4)
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..()
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/obj/item/projectile/magic/teleport //literaly bluespace crystal code, because i am lazy and it seems to work
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name = "bolt of teleportation"
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "energy2"
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var/blink_range = 8
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/obj/item/projectile/magic/teleport/on_hit(var/atom/hit_atom)
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var/turf/T = get_turf(hit_atom)
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single_spark(T)
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playsound(src.loc, "sparks", 50, 1)
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if(isliving(hit_atom))
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blink_mob(hit_atom)
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return ..()
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/obj/item/projectile/magic/teleport/proc/blink_mob(mob/living/L)
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do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
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