replaced electrodes with insta hit taser beams.

This commit is contained in:
DJSnapshot
2014-04-05 17:13:09 -07:00
parent 766fc36902
commit 1a50dddbd4
9 changed files with 24 additions and 17 deletions

View File

@@ -821,7 +821,7 @@ Auto Patrol: []"},
if (src.emagged == 2)
projectile = /obj/item/projectile/beam
else
projectile = /obj/item/projectile/energy/electrode
projectile = /obj/item/projectile/beam/stun
else if(lasercolor == "b")
if (src.emagged == 2)
projectile = /obj/item/projectile/beam/lastertag/omni

View File

@@ -66,7 +66,7 @@
spark_system.attach(src)
sleep(10)
if(!installation)// if for some reason the turret has no gun (ie, admin spawned) it resorts to basic taser shots
projectile = /obj/item/projectile/energy/electrode//holder for the projectile, here it is being set
projectile = /obj/item/projectile/beam/stun//holder for the projectile, here it is being set
eprojectile = /obj/item/projectile/beam//holder for the projectile when emagged, if it is different
reqpower = 200
sound = 1
@@ -128,7 +128,7 @@
reqpower = 700
if(/obj/item/weapon/gun/energy/taser)
projectile = /obj/item/projectile/energy/electrode
projectile = /obj/item/projectile/beam/stun
eprojectile = projectile
iconholder = 1
reqpower = 200
@@ -170,7 +170,7 @@
reqpower = 500
else // Energy gun shots
projectile = /obj/item/projectile/energy/electrode// if it hasn't been emagged, it uses normal taser shots
projectile = /obj/item/projectile/beam/stun// if it hasn't been emagged, it uses normal taser shots
eprojectile = /obj/item/projectile/beam//If it has, going to kill mode
iconholder = 1
egun = 1

View File

@@ -117,7 +117,7 @@
icon_state = "mecha_taser"
energy_drain = 20
equip_cooldown = 8
projectile = /obj/item/projectile/energy/electrode
projectile = /obj/item/projectile/beam/stun
fire_sound = 'sound/weapons/Taser.ogg'

View File

@@ -56,7 +56,7 @@ emp_act
return 2
//BEGIN BOOK'S TASER NERF.
if(istype(P, /obj/item/projectile/energy/electrode))
if(istype(P, /obj/item/projectile/beam/stun))
var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?

View File

@@ -6,7 +6,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100 //How much energy is needed to fire.
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"
@@ -27,7 +27,7 @@
charge_cost = 100
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
modifystate = "energystun"
update_icon()

View File

@@ -18,7 +18,7 @@
charge_cost = 100
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
if(0)
mode = 1
charge_cost = 100

View File

@@ -6,7 +6,7 @@
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
@@ -15,7 +15,7 @@
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
@@ -51,10 +51,10 @@
name = "stun revolver"
desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
icon_state = "stunrevolver"
fire_sound = 'sound/weapons/Gunshot.ogg'
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
projectile_type = "/obj/item/projectile/energy/electrode"
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell"

View File

@@ -169,3 +169,10 @@ var/list/beam_master = list()
stun = 5
weaken = 5
stutter = 5
/obj/item/projectile/beam/stun
name = "stun beam"
icon_state = "stun"
nodamage = 1
agony = 40
damage_type = HALLOSS

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