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* Removes bad `nodamage` var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage * wew * Update drinks.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
60 lines
1.8 KiB
Plaintext
60 lines
1.8 KiB
Plaintext
/obj/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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armor_flag = ENERGY
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/obj/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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if(L.mob_biotypes & MOB_PLANT)
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if(prob(15))
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L.adjustToxLoss(rand(3, 6))
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L.Paralyze(100)
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L.visible_message(span_warning("[L] writhes in pain as [L.p_their()] vacuoles boil."), span_userdanger("You writhe in pain as your vacuoles boil!"), span_hear("You hear the crunching of leaves."))
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if(iscarbon(L) && L.has_dna())
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var/mob/living/carbon/C = L
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if(prob(80))
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C.easy_random_mutate(NEGATIVE + MINOR_NEGATIVE)
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else
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C.easy_random_mutate(POSITIVE)
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C.random_mutate_unique_identity()
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C.random_mutate_unique_features()
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C.domutcheck()
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else
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L.adjustFireLoss(rand(5, 15))
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L.show_message(span_userdanger("The radiation beam singes you!"))
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/obj/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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armor_flag = ENERGY
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/obj/projectile/energy/florayield/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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if(L.mob_biotypes & MOB_PLANT)
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L.set_nutrition(min(L.nutrition + 30, NUTRITION_LEVEL_FULL))
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/obj/projectile/energy/florarevolution
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name = "gamma somatoray"
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icon_state = "energy3"
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damage = 0
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damage_type = TOX
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armor_flag = ENERGY
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/obj/projectile/energy/florarevolution/on_hit(atom/target, blocked = FALSE)
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. = ..()
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if(isliving(target))
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var/mob/living/L = target
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if(L.mob_biotypes & MOB_PLANT)
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L.show_message(span_notice("The radiation beam leaves you feeling disoriented!"))
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L.set_dizzy_if_lower(30 SECONDS)
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L.emote("flip")
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L.emote("spin")
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