mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-29 03:22:12 +00:00
Swaps non-mounted recharging guns to batteries
This commit is contained in:
@@ -2,6 +2,28 @@
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// charge from 0 to 100%
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// charge from 0 to 100%
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// fits in APC to provide backup power
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// fits in APC to provide backup power
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/obj/item/weapon/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_state = "cell"
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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var/charge = 0 // note %age conveted to actual charge in New
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var/maxcharge = 1000
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var/rigged = 0 // true if rigged to explode
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var/minor_fault = 0 //If not 100% reliable, it will build up faults.
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var/self_recharge = FALSE // If true, the cell will recharge itself.
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var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
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var/last_use = 0 // A tracker for use in self-charging
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var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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/obj/item/weapon/cell/New()
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/obj/item/weapon/cell/New()
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..()
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..()
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charge = maxcharge
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charge = maxcharge
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@@ -16,7 +38,8 @@
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/obj/item/weapon/cell/process()
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/obj/item/weapon/cell/process()
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if(self_recharge)
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if(self_recharge)
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give(charge_amount)
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if(world.time >= last_use + charge_delay)
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give(charge_amount)
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else
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else
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return PROCESS_KILL
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return PROCESS_KILL
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@@ -59,6 +82,7 @@
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return 0
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return 0
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var/used = min(charge, amount)
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var/used = min(charge, amount)
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charge -= used
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charge -= used
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last_use = world.time
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update_icon()
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update_icon()
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return used
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return used
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@@ -80,6 +104,8 @@
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var/amount_used = min(maxcharge-charge,amount)
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var/amount_used = min(maxcharge-charge,amount)
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charge += amount_used
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charge += amount_used
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update_icon()
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update_icon()
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if(loc)
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loc.update_icon()
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return amount_used
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return amount_used
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@@ -112,7 +138,6 @@
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S.reagents.clear_reagents()
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S.reagents.clear_reagents()
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/obj/item/weapon/cell/proc/explode()
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/obj/item/weapon/cell/proc/explode()
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var/turf/T = get_turf(src.loc)
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var/turf/T = get_turf(src.loc)
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/*
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/*
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@@ -207,3 +232,7 @@
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return min(rand(10,20),rand(10,20))
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return min(rand(10,20),rand(10,20))
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else
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else
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return 0
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return 0
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/obj/item/weapon/cell/suicide_act(mob/user)
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viewers(user) << "<span class='danger'>\The [user] is licking the electrodes of \the [src]! It looks like \he's trying to commit suicide.</span>"
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return (FIRELOSS)
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33
code/modules/power/cells/device_cells.dm
Normal file
33
code/modules/power/cells/device_cells.dm
Normal file
@@ -0,0 +1,33 @@
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//currently only used by energy-type guns, that may change in the future.
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/obj/item/weapon/cell/device
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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icon_state = "dcell"
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item_state = "egg6"
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w_class = ITEMSIZE_SMALL
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force = 0
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throw_speed = 5
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throw_range = 7
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maxcharge = 480
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charge_amount = 5
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matter = list("metal" = 350, "glass" = 50)
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preserve_item = 1
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/obj/item/weapon/cell/device/weapon
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name = "weapon power cell"
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desc = "A small power cell designed to power handheld weaponry."
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icon_state = "wcell"
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maxcharge = 2400
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charge_amount = 20
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/obj/item/weapon/cell/device/weapon/recharge
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name = "self-charging weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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// icon_state = "wcell" //TODO: Different sprite
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self_recharge = TRUE
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charge_amount = 120
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charge_delay = 75
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/obj/item/weapon/cell/device/weapon/recharge/captain
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charge_amount = 160 //Recharges a lot more quickly...
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charge_delay = 100 //... but it takes a while to get started
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@@ -1,137 +1,92 @@
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/obj/item/weapon/cell
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/obj/item/weapon/cell/crap
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name = "power cell"
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name = "\improper rechargable AA battery"
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desc = "A rechargable electrochemical power cell."
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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icon = 'icons/obj/power.dmi'
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origin_tech = list(TECH_POWER = 0)
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icon_state = "cell"
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maxcharge = 500
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item_state = "cell"
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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/obj/item/weapon/cell/crap/empty/New()
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throwforce = 5.0
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..()
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throw_speed = 3
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charge = 0
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throw_range = 5
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w_class = ITEMSIZE_NORMAL
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/obj/item/weapon/cell/secborg
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var/charge = 0 // note %age conveted to actual charge in New
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name = "security borg rechargable D battery"
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var/maxcharge = 1000
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origin_tech = list(TECH_POWER = 0)
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var/rigged = 0 // true if rigged to explode
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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var/minor_fault = 0 //If not 100% reliable, it will build up faults.
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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var/self_recharge = FALSE // If true, the cell will recharge itself.
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var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
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/obj/item/weapon/cell/secborg/empty/New()
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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..()
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charge = 0
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suicide_act(mob/user)
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viewers(user) << "<span class='danger'>\The [user] is licking the electrodes of \the [src]! It looks like \he's trying to commit suicide.</span>"
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/obj/item/weapon/cell/apc
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return (FIRELOSS)
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name = "heavy-duty power cell"
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origin_tech = list(TECH_POWER = 1)
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//currently only used by energy-type guns, that may change in the future.
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maxcharge = 5000
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/obj/item/weapon/cell/device
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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/obj/item/weapon/cell/high
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icon_state = "dcell"
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name = "high-capacity power cell"
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item_state = "egg6"
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origin_tech = list(TECH_POWER = 2)
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w_class = ITEMSIZE_SMALL
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icon_state = "hcell"
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force = 0
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maxcharge = 10000
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throw_speed = 5
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
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throw_range = 7
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maxcharge = 480
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/obj/item/weapon/cell/high/empty/New()
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matter = list("metal" = 350, "glass" = 50)
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..()
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preserve_item = 1
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charge = 0
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/obj/item/weapon/cell/device/weapon
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/obj/item/weapon/cell/super
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name = "weapon power cell"
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name = "super-capacity power cell"
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desc = "A small power cell designed to power handheld weaponry."
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origin_tech = list(TECH_POWER = 5)
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icon_state = "wcell"
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icon_state = "scell"
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maxcharge = 2400
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maxcharge = 20000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
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/obj/item/weapon/cell/crap
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name = "\improper rechargable AA battery"
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/obj/item/weapon/cell/super/empty/New()
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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..()
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origin_tech = list(TECH_POWER = 0)
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charge = 0
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maxcharge = 500
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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/obj/item/weapon/cell/hyper
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name = "hyper-capacity power cell"
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/obj/item/weapon/cell/crap/empty/New()
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origin_tech = list(TECH_POWER = 6)
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..()
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icon_state = "hpcell"
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charge = 0
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maxcharge = 30000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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/obj/item/weapon/cell/secborg
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name = "security borg rechargable D battery"
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/obj/item/weapon/cell/hyper/empty/New()
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origin_tech = list(TECH_POWER = 0)
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..()
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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charge = 0
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
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/obj/item/weapon/cell/infinite
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/obj/item/weapon/cell/secborg/empty/New()
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name = "infinite-capacity power cell!"
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..()
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icon_state = "icell"
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charge = 0
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origin_tech = null
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maxcharge = 30000 //determines how badly mobs get shocked
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/obj/item/weapon/cell/apc
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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name = "heavy-duty power cell"
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origin_tech = list(TECH_POWER = 1)
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check_charge()
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maxcharge = 5000
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return 1
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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use()
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return 1
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/obj/item/weapon/cell/high
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name = "high-capacity power cell"
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/obj/item/weapon/cell/potato
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origin_tech = list(TECH_POWER = 2)
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name = "potato battery"
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icon_state = "hcell"
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desc = "A rechargable starch based power cell."
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maxcharge = 10000
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origin_tech = list(TECH_POWER = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
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icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
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icon_state = "potato_cell" //"potato_battery"
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/obj/item/weapon/cell/high/empty/New()
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charge = 100
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..()
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maxcharge = 300
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charge = 0
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minor_fault = 1
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/obj/item/weapon/cell/super
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/obj/item/weapon/cell/slime
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name = "super-capacity power cell"
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name = "charged slime core"
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origin_tech = list(TECH_POWER = 5)
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desc = "A yellow slime core infused with phoron, it crackles with power."
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icon_state = "scell"
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origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
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maxcharge = 20000
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icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
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icon_state = "yellow slime extract" //"potato_battery"
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description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
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/obj/item/weapon/cell/super/empty/New()
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maxcharge = 10000
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..()
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matter = null
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charge = 0
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self_recharge = TRUE
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/obj/item/weapon/cell/hyper
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name = "hyper-capacity power cell"
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origin_tech = list(TECH_POWER = 6)
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icon_state = "hpcell"
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maxcharge = 30000
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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/obj/item/weapon/cell/hyper/empty/New()
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..()
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charge = 0
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/obj/item/weapon/cell/infinite
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name = "infinite-capacity power cell!"
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icon_state = "icell"
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origin_tech = null
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maxcharge = 30000 //determines how badly mobs get shocked
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matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
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check_charge()
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return 1
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use()
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return 1
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/obj/item/weapon/cell/potato
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name = "potato battery"
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desc = "A rechargable starch based power cell."
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origin_tech = list(TECH_POWER = 1)
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icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
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icon_state = "potato_cell" //"potato_battery"
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charge = 100
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maxcharge = 300
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minor_fault = 1
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/obj/item/weapon/cell/slime
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|
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name = "charged slime core"
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|
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desc = "A yellow slime core infused with phoron, it crackles with power."
|
|
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origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
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icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
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icon_state = "yellow slime extract" //"potato_battery"
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|
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description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
|
|
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maxcharge = 10000
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matter = null
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self_recharge = TRUE
|
|
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@@ -34,12 +34,15 @@
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|||||||
|
|
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/obj/item/weapon/gun/energy/New()
|
/obj/item/weapon/gun/energy/New()
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..()
|
..()
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if(cell_type)
|
|
||||||
power_supply = new cell_type(src)
|
|
||||||
else
|
|
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
|
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if(self_recharge)
|
if(self_recharge)
|
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power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
||||||
processing_objects.Add(src)
|
processing_objects.Add(src)
|
||||||
|
else
|
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|
if(cell_type)
|
||||||
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power_supply = new cell_type(src)
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||||||
|
else
|
||||||
|
power_supply = new /obj/item/weapon/cell/device/weapon(src)
|
||||||
|
|
||||||
update_icon()
|
update_icon()
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/Destroy()
|
/obj/item/weapon/gun/energy/Destroy()
|
||||||
|
|||||||
@@ -65,9 +65,8 @@
|
|||||||
origin_tech = null
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origin_tech = null
|
||||||
fire_delay = 10 //Old pistol
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fire_delay = 10 //Old pistol
|
||||||
charge_cost = 480 //to compensate a bit for self-recharging
|
charge_cost = 480 //to compensate a bit for self-recharging
|
||||||
self_recharge = 1
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cell_type = /obj/item/weapon/cell/device/weapon/recharge/captain
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||||||
recharge_time = 3 //Recharges a bit more quickly...
|
battery_lock = 1
|
||||||
charge_delay = 100 //... but it takes a while to get started
|
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/lasercannon
|
/obj/item/weapon/gun/energy/lasercannon
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||||||
name = "laser cannon"
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name = "laser cannon"
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||||||
@@ -87,7 +86,6 @@
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|||||||
accuracy = 3
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accuracy = 3
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charge_cost = 600
|
charge_cost = 600
|
||||||
|
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/lasercannon/mounted
|
/obj/item/weapon/gun/energy/lasercannon/mounted
|
||||||
name = "mounted laser cannon"
|
name = "mounted laser cannon"
|
||||||
self_recharge = 1
|
self_recharge = 1
|
||||||
@@ -145,10 +143,11 @@
|
|||||||
item_state = "laser"
|
item_state = "laser"
|
||||||
desc = "Standard issue weapon of the Imperial Guard"
|
desc = "Standard issue weapon of the Imperial Guard"
|
||||||
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
|
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
|
||||||
self_recharge = 1
|
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||||
fire_sound = 'sound/weapons/Laser.ogg'
|
fire_sound = 'sound/weapons/Laser.ogg'
|
||||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||||
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
var/required_vest
|
var/required_vest
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
|
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
|
||||||
|
|||||||
@@ -56,7 +56,8 @@
|
|||||||
force = 8 //looks heavier than a pistol
|
force = 8 //looks heavier than a pistol
|
||||||
w_class = ITEMSIZE_LARGE //Looks bigger than a pistol, too.
|
w_class = ITEMSIZE_LARGE //Looks bigger than a pistol, too.
|
||||||
fire_delay = 6 //This one's not a handgun, it should have the same fire delay as everything else
|
fire_delay = 6 //This one's not a handgun, it should have the same fire delay as everything else
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
modifystate = null
|
modifystate = null
|
||||||
|
|
||||||
// requires_two_hands = 1
|
// requires_two_hands = 1
|
||||||
|
|||||||
@@ -43,7 +43,8 @@
|
|||||||
projectile_type = /obj/item/projectile/energy/floramut
|
projectile_type = /obj/item/projectile/energy/floramut
|
||||||
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
|
origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
|
||||||
modifystate = "floramut"
|
modifystate = "floramut"
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
var/decl/plantgene/gene = null
|
var/decl/plantgene/gene = null
|
||||||
|
|
||||||
firemodes = list(
|
firemodes = list(
|
||||||
@@ -137,7 +138,8 @@
|
|||||||
charge_cost = 480
|
charge_cost = 480
|
||||||
projectile_type = /obj/item/projectile/change
|
projectile_type = /obj/item/projectile/change
|
||||||
origin_tech = null
|
origin_tech = null
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
charge_meter = 0
|
charge_meter = 0
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/staff/special_check(var/mob/user)
|
/obj/item/weapon/gun/energy/staff/special_check(var/mob/user)
|
||||||
@@ -188,7 +190,8 @@ obj/item/weapon/gun/energy/staff/focus
|
|||||||
w_class = ITEMSIZE_HUGE
|
w_class = ITEMSIZE_HUGE
|
||||||
charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
|
charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon.
|
||||||
projectile_type = /obj/item/projectile/energy/blue_pellet
|
projectile_type = /obj/item/projectile/energy/blue_pellet
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
accuracy = 5 // Suppressive weapons don't work too well if there's no risk of being hit.
|
accuracy = 5 // Suppressive weapons don't work too well if there's no risk of being hit.
|
||||||
burst_delay = 1 // Burst faster than average.
|
burst_delay = 1 // Burst faster than average.
|
||||||
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
|
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
|
||||||
|
|||||||
@@ -41,7 +41,8 @@
|
|||||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||||
projectile_type = /obj/item/projectile/energy/bolt
|
projectile_type = /obj/item/projectile/energy/bolt
|
||||||
charge_cost = 480
|
charge_cost = 480
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
charge_meter = 0
|
charge_meter = 0
|
||||||
|
|
||||||
/obj/item/weapon/gun/energy/crossbow/ninja
|
/obj/item/weapon/gun/energy/crossbow/ninja
|
||||||
|
|||||||
@@ -60,7 +60,8 @@
|
|||||||
w_class = ITEMSIZE_HUGE
|
w_class = ITEMSIZE_HUGE
|
||||||
charge_cost = 300
|
charge_cost = 300
|
||||||
projectile_type = /obj/item/projectile/beam/stun/darkmatter
|
projectile_type = /obj/item/projectile/beam/stun/darkmatter
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
accuracy = 2
|
accuracy = 2
|
||||||
|
|
||||||
firemodes = list(
|
firemodes = list(
|
||||||
@@ -118,7 +119,8 @@
|
|||||||
item_state = "noise"
|
item_state = "noise"
|
||||||
fire_sound = 'sound/effects/basscannon.ogg'
|
fire_sound = 'sound/effects/basscannon.ogg'
|
||||||
w_class = ITEMSIZE_HUGE
|
w_class = ITEMSIZE_HUGE
|
||||||
self_recharge = 1
|
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||||
|
battery_lock = 1
|
||||||
charge_cost = 600
|
charge_cost = 600
|
||||||
|
|
||||||
projectile_type=/obj/item/projectile/sonic/weak
|
projectile_type=/obj/item/projectile/sonic/weak
|
||||||
|
|||||||
@@ -885,7 +885,6 @@
|
|||||||
#include "code\game\objects\items\weapons\paint.dm"
|
#include "code\game\objects\items\weapons\paint.dm"
|
||||||
#include "code\game\objects\items\weapons\paiwire.dm"
|
#include "code\game\objects\items\weapons\paiwire.dm"
|
||||||
#include "code\game\objects\items\weapons\policetape.dm"
|
#include "code\game\objects\items\weapons\policetape.dm"
|
||||||
#include "code\game\objects\items\weapons\power_cells.dm"
|
|
||||||
#include "code\game\objects\items\weapons\RCD.dm"
|
#include "code\game\objects\items\weapons\RCD.dm"
|
||||||
#include "code\game\objects\items\weapons\RSF.dm"
|
#include "code\game\objects\items\weapons\RSF.dm"
|
||||||
#include "code\game\objects\items\weapons\scrolls.dm"
|
#include "code\game\objects\items\weapons\scrolls.dm"
|
||||||
@@ -1958,6 +1957,8 @@
|
|||||||
#include "code\modules\power\antimatter\containment_jar.dm"
|
#include "code\modules\power\antimatter\containment_jar.dm"
|
||||||
#include "code\modules\power\antimatter\control.dm"
|
#include "code\modules\power\antimatter\control.dm"
|
||||||
#include "code\modules\power\antimatter\shielding.dm"
|
#include "code\modules\power\antimatter\shielding.dm"
|
||||||
|
#include "code\modules\power\cells\device_cells.dm"
|
||||||
|
#include "code\modules\power\cells\power_cells.dm"
|
||||||
#include "code\modules\power\fusion\_setup.dm"
|
#include "code\modules\power\fusion\_setup.dm"
|
||||||
#include "code\modules\power\fusion\fusion_circuits.dm"
|
#include "code\modules\power\fusion\fusion_circuits.dm"
|
||||||
#include "code\modules\power\fusion\fusion_particle_catcher.dm"
|
#include "code\modules\power\fusion\fusion_particle_catcher.dm"
|
||||||
|
|||||||
Reference in New Issue
Block a user