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-Increased the range of the EMP grenade to 10/20.
-Added two more grenades inside the EMP kit. -Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now. -Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1,11 +1,12 @@
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/obj/item/weapon/grenade/empgrenade
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name = "emp grenade"
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name = "classic emp grenade"
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icon_state = "emp"
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item_state = "emp"
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origin_tech = "materials=2;magnets=3"
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prime()
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..()
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if(empulse(src, 5, 7))
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if(empulse(src, 10, 20))
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del(src)
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return
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@@ -41,6 +41,8 @@
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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new /obj/item/weapon/grenade/empgrenade(src)
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..()
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return
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@@ -124,6 +124,7 @@ datum
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if(!istype(T)) return
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var/datum/reagent/blood/self = src
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src = null
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if(!(volume >= 3)) return
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//var/datum/disease/D = self.data["virus"]
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if(!self.data["donor"] || istype(self.data["donor"], /mob/living/carbon/human))
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var/obj/effect/decal/cleanable/blood/blood_prop = locate() in T //find some blood here
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@@ -262,6 +263,7 @@ datum
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reaction_turf(var/turf/simulated/T, var/volume)
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if (!istype(T)) return
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src = null
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if(volume >= 1)
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if(T.wet >= 2) return
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T.wet = 2
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spawn(800)
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@@ -773,6 +775,7 @@ datum
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reaction_turf(var/turf/T, var/volume)
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src = null
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if(volume >= 3)
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if(!istype(T, /turf/space))
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new /obj/effect/decal/cleanable/greenglow(T)
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return
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@@ -802,12 +805,19 @@ datum
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reaction_turf(var/turf/T, var/volume)
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src = null
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if(volume >= 5)
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if(istype(T, /turf/simulated/wall))
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T:thermite = 1
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T.overlays = null
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T.overlays = image('icons/effects/effects.dmi',icon_state = "thermite")
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return
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on_mob_life(var/mob/living/M as mob)
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if(!M) M = holder.my_atom
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M.adjustFireLoss(1)
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..()
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return
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mutagen
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name = "Unstable mutagen"
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id = "mutagen"
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@@ -921,6 +931,7 @@ datum
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reaction_turf(var/turf/T, var/volume)
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src = null
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if(volume >= 3)
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if(!istype(T, /turf/space))
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new /obj/effect/decal/cleanable/greenglow(T)
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@@ -986,6 +997,7 @@ datum
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if(O)
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O.clean_blood()
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reaction_turf(var/turf/T, var/volume)
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if(volume >= 1)
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T.overlays = null
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T.clean_blood()
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for(var/obj/effect/decal/cleanable/C in src)
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@@ -2626,6 +2638,7 @@ datum
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return
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reaction_turf(var/turf/simulated/T, var/volume)
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if(volume >= 3)
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if(!istype(T)) return
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T.Bless()
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@@ -31,7 +31,20 @@ datum
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var/datum/effect/effect/system/reagents_explosion/e = new()
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e.set_up(round (created_volume/10, 1), location, 0, 0)
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e.start()
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holder.clear_reagents()
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return
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emp_pulse
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name = "EMP Pulse"
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id = "emp_pulse"
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result = null
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required_reagents = list("uranium" = 1, "iron" = 1) // Yes, laugh, it's the best recipe I could think of that makes a little bit of sense
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result_amount = 2
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on_reaction(var/datum/reagents/holder, var/created_volume)
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var/location = get_turf(holder.my_atom)
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// 100 created volume = 10 heavy range & 20 light range = same as normal EMP grenade
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empulse(location, round(created_volume / 10), round(created_volume / 5), 1)
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holder.clear_reagents()
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return
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/*
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@@ -48,6 +48,17 @@ Stuff which is in development and not yet visible to players or just code relate
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should be listed in the changelog upon commit tho. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">30 August 2012</h2>
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<h3 class="author">Giacom updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">You can now create an EMP Pulse. Like an explosion, it is the mixing of two reagents that trigger this to happen. I will tell you the first required reagent. Uranium. Have fun!</li>
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<li class="tweak">I have made most chemicals need 3-5 or more chemicals in order to react to a turf. For instance, you need at least 5 units of thermite splashed on a wall for it to burn down."<li>
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<li class="tweak">The EMP kit, that you can buy through the uplink, has two more grenades in them now. Making the box full of EMP grenades!</li>
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<li class="tweak">Changed the EMP grenade's range to be much bigger.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">29 August 2012</h2>
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<h3 class="author">Nodrak updated:</h3>
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