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[MIRROR] Removes Clone Damage [MDB IGNORE] (#25429)
* Removes Clone Damage * Update blackbox.dm * Modular * Update schema * Update database_changelog.md * More modular deprecated clone things --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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@@ -8,13 +8,13 @@
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projectile_type = /obj/projectile/ion/weak
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e_cost = LASER_SHOTS(4, STANDARD_CELL_CHARGE * 1.2)
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/obj/item/ammo_casing/energy/declone
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projectile_type = /obj/projectile/energy/declone
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/obj/item/ammo_casing/energy/radiation
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projectile_type = /obj/projectile/energy/radiation
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select_name = "declone"
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fire_sound = 'sound/weapons/pulse3.ogg'
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/obj/item/ammo_casing/energy/declone/weak
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projectile_type = /obj/projectile/energy/declone/weak
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/obj/item/ammo_casing/energy/radiation/weak
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projectile_type = /obj/projectile/energy/radiation/weak
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/obj/item/ammo_casing/energy/flora
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fire_sound = 'sound/effects/stealthoff.ogg'
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@@ -14,7 +14,7 @@
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// Only actual lasguns can be converted
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if(type != /obj/item/gun/energy/laser)
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return
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/xraylaser, /datum/crafting_recipe/hellgun, /datum/crafting_recipe/ioncarbine, /datum/crafting_recipe/decloner)
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/xraylaser, /datum/crafting_recipe/hellgun, /datum/crafting_recipe/ioncarbine)
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AddComponent(
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/datum/component/slapcrafting,\
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@@ -33,23 +33,6 @@
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// We use the same overlay as the parent, so we can just let the component inherit the correct offsets here
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AddComponent(/datum/component/seclite_attachable, overlay_x = 18, overlay_y = 11)
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/obj/item/gun/energy/decloner
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name = "biological demolecularisor"
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desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
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icon_state = "decloner"
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ammo_type = list(/obj/item/ammo_casing/energy/declone)
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ammo_x_offset = 1
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/obj/item/gun/energy/decloner/update_overlays()
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. = ..()
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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if(!QDELETED(cell) && (cell.charge > shot.e_cost))
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. += "decloner_spin"
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/obj/item/gun/energy/decloner/unrestricted
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pin = /obj/item/firing_pin
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ammo_type = list(/obj/item/ammo_casing/energy/declone/weak)
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/obj/item/gun/energy/floragun
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name = "floral somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
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@@ -199,7 +199,6 @@
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/obj/projectile/bullet/honker,
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/obj/projectile/bullet/mime,
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/obj/projectile/curse_hand,
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/obj/projectile/energy/declone,
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/obj/projectile/energy/electrode,
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/obj/projectile/energy/net,
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/obj/projectile/energy/nuclear_particle,
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@@ -145,7 +145,7 @@
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var/homing_offset_y = 0
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY are the only things that should be in here
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///Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb
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var/armor_flag = BULLET
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@@ -1,19 +1,19 @@
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/obj/projectile/energy/declone
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/obj/projectile/energy/radiation
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name = "radiation beam"
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icon_state = "declone"
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damage = 20
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damage_type = CLONE
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damage_type = TOX
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impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
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/// The chance to be irradiated on hit
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var/radiation_chance = 30
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/obj/projectile/energy/declone/on_hit(atom/target, blocked, pierce_hit)
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/obj/projectile/energy/radiation/on_hit(atom/target, blocked, pierce_hit)
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if (ishuman(target) && prob(radiation_chance))
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radiation_pulse(target, max_range = 0, threshold = RAD_FULL_INSULATION)
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..()
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/obj/projectile/energy/declone/weak
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/obj/projectile/energy/radiation/weak
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damage = 9
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radiation_chance = 10
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