changed alien neurotoxin to bio type projectile (which means it's stopped by protective gear like biosuits), fixed a runtime

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2012-12-03 13:50:57 +10:00
parent 1eb2ceb643
commit d09d7bf313
3 changed files with 13 additions and 5 deletions

View File

@@ -36,7 +36,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
//Effects

View File

@@ -122,4 +122,12 @@
else if (istype(target, /mob/living/carbon/))
M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
else
return 1
return 1
/obj/item/projectile/neurotoxin
name = "neurotoxin"
icon_state = "toxin"
damage = 5
damage_type = TOX
weaken = 5
flag = "bio"