/obj/item/projectile/energy name = "energy" icon_state = "spark" damage = 0 damage_type = BURN check_armour = "energy" //releases a burst of light on impact or after travelling a distance /obj/item/projectile/energy/flash name = "chemical shell" icon_state = "bullet" damage = 5 kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes. var/flash_range = 0 var/brightness = 7 var/light_duration = 5 /obj/item/projectile/energy/flash/on_impact(var/atom/A) var/turf/T = flash_range? src.loc : get_turf(A) if(!istype(T)) return //blind adjacent people for (var/mob/living/carbon/M in viewers(T, flash_range)) if(M.eyecheck() < 1) flick("e_flash", M.flash) //snap pop playsound(src, 'sound/effects/snap.ogg', 50, 1) src.visible_message("\The [src] explodes in a bright flash!") new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows new /obj/effect/effect/sparks(T) new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration) //blinds people like the flash round, but can also be used for temporary illumination /obj/item/projectile/energy/flash/flare damage = 10 flash_range = 1 brightness = 9 //similar to a flare light_duration = 200 /obj/item/projectile/energy/electrode name = "electrode" icon_state = "spark" nodamage = 1 /* stun = 10 weaken = 10 stutter = 10 */ taser_effect = 1 agony = 40 damage_type = HALLOSS //Damage will be handled on the MOB side, to prevent window shattering. /obj/item/projectile/energy/electrode/stunshot name = "stunshot" damage = 5 taser_effect = 1 agony = 80 /obj/item/projectile/energy/declone name = "declone" icon_state = "declone" nodamage = 1 damage_type = CLONE irradiate = 40 /obj/item/projectile/energy/dart name = "dart" icon_state = "toxin" damage = 5 damage_type = TOX weaken = 5 /obj/item/projectile/energy/bolt name = "bolt" icon_state = "cbbolt" damage = 10 damage_type = TOX nodamage = 0 agony = 40 stutter = 10 /obj/item/projectile/energy/bolt/large name = "largebolt" damage = 20 /obj/item/projectile/energy/neurotoxin name = "neuro" icon_state = "neurotoxin" damage = 5 damage_type = TOX weaken = 5 /obj/item/projectile/energy/phoron name = "phoron bolt" icon_state = "energy" damage = 20 damage_type = TOX irradiate = 20