New projectile added called the shock projectile.

Three new weapons added to R&D(the protolathe). The Chem Sprayer, the Shock Gun and the Stun Revolver.

A new costume is added to the theatre, the female clown suit and mask.

Thanks for the weapon sprites goes to Khodoque.

Thanks for the female clown suit sprite goes to Cheridan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1855 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
firecage@hotmail.com
2011-07-15 15:12:17 +00:00
parent 7adc806d40
commit 0c4668e5c6
37 changed files with 330 additions and 4 deletions
@@ -137,6 +137,17 @@
updatehealth()
if (prob(25))
stunned = 1
if(PROJECTILE_SHOCK)
var/d = 20
if (!eye_blurry) eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
if (prob(25)) stunned++
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(25))
stunned = 10
else
weakened = 10
if(PROJECTILE_PULSE)
var/d = 40
@@ -120,6 +120,20 @@
updatehealth()
if (prob(25))
stunned = 1
if(PROJECTILE_SHOCK)
var/d = 20
if (!eye_blurry) eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
if (prob(25)) stunned++
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(25))
stunned = 1
else
weakened = 10
if(PROJECTILE_PULSE)
var/d = 40
@@ -359,6 +359,41 @@
updatehealth()
if (prob(25))
stunned = 1
if(PROJECTILE_SHOCK)
armor = getarmor(affecting, "laser")
var/d = 20
if (prob(armor["armor"]))
show_message("\red Your [armor["clothes"]] absorbs the hit!", 4)
return
else
if (prob(armor["armor"])/2)
show_message("\red Your [armor["clothes"]] only softens the hit!", 4)
if (prob(20))
d = d / 2
d = d / 2
/*else
if (istype(wear_suit, /obj/item/clothing/suit/swat_suit))
if (prob(70))
show_message("\red Your armor absorbs the blow!", 4)
return
else
if (prob(90))
show_message("\red Your armor only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 2*/
if (!eye_blurry) eye_blurry = 4 //This stuff makes no sense but lasers need a buff.
if (prob(25)) stunned++
if (stat != 2)
affecting.take_damage(0, d)
UpdateDamageIcon()
updatehealth()
if (prob(25))
stunned = 10
else
weakened = 10
if(PROJECTILE_PULSE)
armor = getarmor(affecting, "laser")
var/d = 40
@@ -177,6 +177,20 @@
bruteloss += d
updatehealth()
if(PROJECTILE_SHOCK)
var/d = 30
attacked += 10
if (!eye_blurry) eye_blurry = 4 //This stuff makes no sense but lasers need a buff./ It really doesn't make any sense. /N
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(70))
powerlevel++
if(powerlevel > 10) powerlevel = 10
if(PROJECTILE_PULSE)
var/d = 100
@@ -143,6 +143,16 @@
updatehealth()
if (prob(25))
stunned = 1
else if(flag == PROJECTILE_SHOCK)
if (!eye_blurry) eye_blurry = 4 //This stuff makes no sense but lasers need a buff.
if (prob(25)) stunned++
if (stat != 2)
take_organ_damage(0, 20)
updatehealth()
if (prob(25))
stunned = 10
else
weakened = 10
else if(flag == PROJECTILE_PULSE)
if (stat != 2)
take_organ_damage(0, 40)
+17
View File
@@ -47,6 +47,23 @@
src.take_organ_damage(20)
if (prob(25) && src.stunned <= 2)
src.stunned = 2
if(PROJECTILE_SHOCK)
if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
var/dam_zone = pick("chest", "chest", "chest", "groin", "head")
if (H.organs[text("[]", dam_zone)])
var/datum/organ/external/affecting = H.organs[text("[]", dam_zone)]
if (affecting.take_damage(20, 0))
H.UpdateDamageIcon()
else
H.UpdateDamage()
src.updatehealth()
else
src.take_organ_damage(20)
if (prob(25) && src.stunned <= 2)
src.stunned = 10
else
src.weakened = 10
if(PROJECTILE_PULSE)
if (istype(src, /mob/living/carbon/human))
var/mob/living/carbon/human/H = src
+8
View File
@@ -282,6 +282,14 @@
updatehealth()
if (prob(25))
stunned = 1
else if(flag == PROJECTILE_SHOCK)
if (stat != 2)
bruteloss += 20
updatehealth()
if (prob(25))
stunned = 10
else
weakened = 10
else if(flag == PROJECTILE_PULSE)
if (stat != 2)
bruteloss += 40
@@ -133,6 +133,14 @@
src.updatehealth()
if (prob(25))
src.stunned = 1
else if(flag == PROJECTILE_SHOCK)
if (src.stat != 2)
src.bruteloss += 20
src.updatehealth()
if (prob(25))
src.stunned = 10
else
src.weakened = 15
else if(flag == PROJECTILE_PULSE)
if (src.stat != 2)
src.bruteloss += 40
@@ -307,6 +307,12 @@
if (stat != 2)
bruteloss += 20
updatehealth()
if(PROJECTILE_SHOCK)
if (stat != 2)
bruteloss += 20
updatehealth()
fireloss += rand(0,10)
stunned += rand(0,3)
if(PROJECTILE_PULSE)
if (stat != 2)
bruteloss += 40
@@ -178,6 +178,8 @@ field_generator power level display
src.power -= 25
else if (flag == PROJECTILE_LASER)
src.power += 20
else if (flag == PROJECTILE_LASER)
src.power += 25
else if (flag == PROJECTILE_TASER)
src.power += 5
else