Ion Beam Redux

This commit is contained in:
Heroman3003
2023-04-22 15:41:25 +10:00
committed by CHOMPStation2
parent 95d6752941
commit 317fc95a7e
9 changed files with 95 additions and 0 deletions

View File

@@ -9,6 +9,7 @@
#define ELECTROCUTE "electrocute" #define ELECTROCUTE "electrocute"
#define BIOACID "bioacid" #define BIOACID "bioacid"
#define SEARING "searing" #define SEARING "searing"
#define ELECTROMAG "electromagnetic"
#define CUT "cut" #define CUT "cut"
#define BRUISE "bruise" #define BRUISE "bruise"

View File

@@ -14,6 +14,12 @@
light_power = 1 light_power = 1
light_color = "#FF0D00" light_color = "#FF0D00"
/obj/effect/projectile/impact/laser_em
icon_state = "impact_em_laser"
light_range = 3
light_power = 1
light_color = "#00C6FF"
/obj/effect/projectile/impact/xray /obj/effect/projectile/impact/xray
icon_state = "impact_xray" icon_state = "impact_xray"
light_range = 2 light_range = 2

View File

@@ -38,6 +38,12 @@
light_power = 1 light_power = 1
light_color = "#FF0D00" light_color = "#FF0D00"
/obj/effect/projectile/muzzle/laser_em
icon_state = "muzzle_em_laser"
light_range = 3
light_power = 1
light_color = "#00C6FF"
/obj/effect/projectile/muzzle/lightning /obj/effect/projectile/muzzle/lightning
icon_state = "muzzle_lightning" icon_state = "muzzle_lightning"
light_range = 2 light_range = 2

View File

@@ -83,6 +83,12 @@
light_power = 1 light_power = 1
light_color = "#FF0D00" light_color = "#FF0D00"
/obj/effect/projectile/tracer/laser_em
icon_state = "em_laser"
light_range = 3
light_power = 1
light_color = "#00C6FF"
/obj/effect/projectile/tracer/darkmatter /obj/effect/projectile/tracer/darkmatter
icon_state = "darkb" icon_state = "darkb"
light_range = 2 light_range = 2

View File

@@ -94,6 +94,32 @@
apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn. apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn.
else else
adjustToxLoss(damage * blocked) adjustToxLoss(damage * blocked)
if(ELECTROMAG)
damage = damage * blocked
switch(round(damage))
if(91 to INFINITY)
emp_act(1)
if(76 to 90)
if(prob(50))
emp_act(1)
else
emp_act(2)
if(61 to 75)
emp_act(2)
if(46 to 60)
if(prob(50))
emp_act(2)
else
emp_act(3)
if(31 to 45)
emp_act(3)
if(16 to 30)
if(prob(50))
emp_act(3)
else
emp_act(4)
if(0 to 15)
emp_act(4)
flash_weak_pain() flash_weak_pain()
updatehealth() updatehealth()
return 1 return 1

View File

@@ -49,20 +49,63 @@
tracer_type = /obj/effect/projectile/tracer/laser_blue tracer_type = /obj/effect/projectile/tracer/laser_blue
impact_type = /obj/effect/projectile/impact/laser_blue impact_type = /obj/effect/projectile/impact/laser_blue
/obj/item/projectile/beam/weaklaser/ion
damage_type = ELECTROMAG
light_color = "#00CCFF"
muzzle_type = /obj/effect/projectile/muzzle/laser_em
tracer_type = /obj/effect/projectile/tracer/laser_em
impact_type = /obj/effect/projectile/impact/laser_em
/obj/item/projectile/beam/smalllaser /obj/item/projectile/beam/smalllaser
damage = 25 damage = 25
hud_state = "laser" hud_state = "laser"
/obj/item/projectile/beam/smalllaser/ion
damage_type = ELECTROMAG
light_color = "#00CCFF"
muzzle_type = /obj/effect/projectile/muzzle/laser_em
tracer_type = /obj/effect/projectile/tracer/laser_em
impact_type = /obj/effect/projectile/impact/laser_em
/obj/item/projectile/beam/burstlaser /obj/item/projectile/beam/burstlaser
damage = 30 damage = 30
armor_penetration = 10 armor_penetration = 10
hud_state = "laser" hud_state = "laser"
/obj/item/projectile/beam/burstlaser/ion
damage_type = ELECTROMAG
light_color = "#00CCFF"
muzzle_type = /obj/effect/projectile/muzzle/laser_em
tracer_type = /obj/effect/projectile/tracer/laser_em
impact_type = /obj/effect/projectile/impact/laser_em
/obj/item/projectile/beam/midlaser /obj/item/projectile/beam/midlaser
damage = 40 damage = 40
armor_penetration = 10 armor_penetration = 10
hud_state = "laser" hud_state = "laser"
<<<<<<< HEAD
=======
/obj/item/projectile/beam/midlaser/ion
damage_type = ELECTROMAG
light_color = "#00CCFF"
muzzle_type = /obj/effect/projectile/muzzle/laser_em
tracer_type = /obj/effect/projectile/tracer/laser_em
impact_type = /obj/effect/projectile/impact/laser_em
/obj/item/projectile/beam/mininglaser
name = "pulsating laser"
damage = 10
armor_penetration = 20
fire_sound = 'sound/weapons/eluger.ogg'
excavation_amount = 100
muzzle_type = /obj/effect/projectile/muzzle/emitter
tracer_type = /obj/effect/projectile/tracer/emitter
impact_type = /obj/effect/projectile/impact/emitter
>>>>>>> da8a583936... Merge pull request #14812 from KillianKirilenko/kk-ionbeams
/obj/item/projectile/beam/heavylaser /obj/item/projectile/beam/heavylaser
name = "heavy laser" name = "heavy laser"
icon_state = "heavylaser" icon_state = "heavylaser"
@@ -90,6 +133,13 @@
tracer_type = /obj/effect/projectile/tracer/emitter tracer_type = /obj/effect/projectile/tracer/emitter
impact_type = /obj/effect/projectile/impact/emitter impact_type = /obj/effect/projectile/impact/emitter
/obj/item/projectile/beam/heavylaser/ion
damage_type = ELECTROMAG
light_color = "#00CCFF"
muzzle_type = /obj/effect/projectile/muzzle/laser_em
tracer_type = /obj/effect/projectile/tracer/laser_em
impact_type = /obj/effect/projectile/impact/laser_em
/obj/item/projectile/beam/heavylaser/cannon /obj/item/projectile/beam/heavylaser/cannon
damage = 80 damage = 80
armor_penetration = 50 armor_penetration = 50

Binary file not shown.

Before

Width:  |  Height:  |  Size: 21 KiB

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 24 KiB

After

Width:  |  Height:  |  Size: 26 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.6 KiB

After

Width:  |  Height:  |  Size: 3.6 KiB