fix up 2.0

This commit is contained in:
Fox-McCloud
2017-04-02 00:38:14 -04:00
parent 35ab7ada94
commit 183702a36e
13 changed files with 54 additions and 64 deletions
+12 -10
View File
@@ -62,11 +62,12 @@
break
else if(istype(item, /obj/item/weapon/stock_parts/cell/))
var/obj/item/weapon/stock_parts/cell/C = item
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = 1
if(!C.self_recharge)
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = 1
C.charge = C.maxcharge
charged_item = C
break
@@ -75,11 +76,12 @@
for(I in item.contents)
if(istype(I, /obj/item/weapon/stock_parts/cell/))
var/obj/item/weapon/stock_parts/cell/C = I
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = 1
if(!C.self_recharge)
if(prob(80))
C.maxcharge -= 200
if(C.maxcharge <= 1) //Div by 0 protection
C.maxcharge = 1
burnt_out = 1
C.charge = C.maxcharge
item.update_icon()
charged_item = item
@@ -185,7 +185,7 @@
icon_state = "repair_droid"
origin_tech = "magnets=3;programming=3"
equip_cooldown = 20
energy_drain = 100
energy_drain = 50
range = 0
var/health_boost = 1
var/icon/droid_overlay
+2 -2
View File
@@ -78,7 +78,7 @@
equip_cooldown = 10
name = "CH-LC \"Solaris\" Laser Cannon"
icon_state = "mecha_laser"
energy_drain = 40
energy_drain = 60
projectile = /obj/item/projectile/beam/laser/heavylaser
fire_sound = 'sound/weapons/lasercannonfire.ogg'
@@ -448,7 +448,7 @@
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demloishing solid obstacles."
icon_state = "mecha_plasmacutter"
item_state = "plasmacutter"
energy_drain = 60
energy_drain = 30
origin_tech = "materials=3;combat=2;powerstorage=3;plasmatech=3"
projectile = /obj/item/projectile/plasma/adv/mech
fire_sound = 'sound/weapons/laser.ogg'
+1 -1
View File
@@ -663,7 +663,7 @@
/obj/mecha/emp_act(severity)
if(get_charge())
use_power((cell.charge / 2) / severity)
use_power((cell.charge/3)/(severity*2))
take_damage(50 / severity, "energy")
log_message("EMP detected", 1)
check_for_internal_damage(list(MECHA_INT_FIRE, MECHA_INT_TEMP_CONTROL, MECHA_INT_CONTROL_LOST, MECHA_INT_SHORT_CIRCUIT), 1)
+17 -15
View File
@@ -3,7 +3,7 @@
desc = "The part of the gun that makes the laser go pew"
caliber = "energy"
projectile_type = /obj/item/projectile/energy
var/e_cost = 1000 //The amount of energy a cell needs to expend to create this shot.
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
var/select_name = "energy"
fire_sound = 'sound/weapons/Laser.ogg'
@@ -13,10 +13,11 @@
/obj/item/ammo_casing/energy/lasergun
projectile_type = /obj/item/projectile/beam/laser
e_cost = 830
e_cost = 83
select_name = "kill"
/obj/item/ammo_casing/energy/laser/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
e_cost = 100
/obj/item/ammo_casing/energy/laser/practice
projectile_type = /obj/item/projectile/beam/practice
@@ -35,13 +36,13 @@
/obj/item/ammo_casing/energy/laser/pulse
projectile_type = /obj/item/projectile/beam/pulse
e_cost = 2000
e_cost = 200
select_name = "DESTROY"
fire_sound = 'sound/weapons/pulse.ogg'
/obj/item/ammo_casing/energy/laser/scatter/pulse
projectile_type = /obj/item/projectile/beam/pulse
e_cost = 2000
e_cost = 200
select_name = "ANNIHILATE"
fire_sound = 'sound/weapons/pulse.ogg'
@@ -55,26 +56,27 @@
/obj/item/ammo_casing/energy/xray
projectile_type = /obj/item/projectile/beam/xray
e_cost = 500
e_cost = 50
fire_sound = 'sound/weapons/laser3.ogg'
/obj/item/ammo_casing/energy/immolator
projectile_type = /obj/item/projectile/beam/immolator
fire_sound = 'sound/weapons/laser3.ogg'
e_cost = 1250
e_cost = 125
/obj/item/ammo_casing/energy/electrode
projectile_type = /obj/item/projectile/energy/electrode
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 2000
e_cost = 200
delay = 15
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshot.ogg'
e_cost = 1000
e_cost = 100
/obj/item/ammo_casing/energy/electrode/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
e_cost = 200
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
@@ -121,7 +123,7 @@
/obj/item/ammo_casing/energy/disabler
projectile_type = /obj/item/projectile/beam/disabler
select_name = "disable"
e_cost = 500
e_cost = 50
fire_sound = 'sound/weapons/taser2.ogg'
/obj/item/ammo_casing/energy/plasma
@@ -129,12 +131,12 @@
select_name = "plasma burst"
fire_sound = 'sound/weapons/plasma_cutter.ogg'
delay = 15
e_cost = 250
e_cost = 25
/obj/item/ammo_casing/energy/plasma/adv
projectile_type = /obj/item/projectile/plasma/adv
delay = 10
e_cost = 100
e_cost = 10
/obj/item/ammo_casing/energy/wormhole
projectile_type = /obj/item/projectile/beam/wormhole
@@ -153,7 +155,7 @@
/obj/item/ammo_casing/energy/bolt
projectile_type = /obj/item/projectile/energy/bolt
select_name = "bolt"
e_cost = 5000
e_cost = 500
fire_sound = 'sound/weapons/Genhit.ogg'
/obj/item/ammo_casing/energy/bolt/large
@@ -163,7 +165,7 @@
/obj/item/ammo_casing/energy/dart
projectile_type = /obj/item/projectile/energy/dart
fire_sound = 'sound/weapons/Genhit.ogg'
e_cost = 5000
e_cost = 500
select_name = "toxic dart"
/obj/item/ammo_casing/energy/instakill
@@ -187,7 +189,7 @@
/obj/item/ammo_casing/energy/shock_revolver
fire_sound = 'sound/magic/lightningbolt.ogg'
e_cost = 2000
e_cost = 200
select_name = "lightning beam"
projectile_type = /obj/item/projectile/energy/shock_revolver
@@ -210,7 +212,7 @@
/obj/item/ammo_casing/energy/teleport
projectile_type = /obj/item/projectile/energy/teleport
fire_sound = 'sound/weapons/wave.ogg'
e_cost = 1250
e_cost = 250
select_name = "teleport beam"
var/teleport_target
@@ -26,7 +26,7 @@
/obj/item/ammo_casing/magic/chaos
projectile_type = /obj/item/projectile/magic
/obj/item/ammo_casing/magic/spellblade
projectile_type = /obj/item/projectile/magic/spellblade
@@ -49,4 +49,4 @@
projectile_type = /obj/item/projectile/bullet/midbullet3
select_name = "spraydown"
fire_sound = 'sound/weapons/gunshot_smg.ogg'
e_cost = 200
e_cost = 20
@@ -144,7 +144,7 @@
/obj/item/ammo_casing/energy/kinetic
projectile_type = /obj/item/projectile/kinetic
select_name = "kinetic"
e_cost = 5000
e_cost = 500
fire_sound = 'sound/weapons/Kenetic_accel.ogg' // fine spelling there chap
/obj/item/ammo_casing/energy/kinetic/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
@@ -39,8 +39,8 @@
/obj/item/weapon/gun/energy/gun/mini/New()
gun_light = new /obj/item/device/flashlight/seclite(src)
..()
power_supply.maxcharge = 6000
power_supply.charge = 6000
power_supply.maxcharge = 600
power_supply.charge = 600
/obj/item/weapon/gun/energy/gun/mini/update_icon()
..()
+15 -17
View File
@@ -308,12 +308,10 @@
desc = "A gun that changes the body temperature of its targets."
var/temperature = 300
var/target_temperature = 300
var/e_cost = 1000
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
ammo_type = list(/obj/item/ammo_casing/energy/temp)
selfcharge = 1
cell_type = /obj/item/weapon/stock_parts/cell
var/powercost = ""
var/powercostcolor = ""
@@ -369,19 +367,19 @@
T.temp = temperature
switch(temperature)
if(0 to 100)
T.e_cost = 3000
T.e_cost = 300
powercost = "High"
if(100 to 250)
T.e_cost = 2000
T.e_cost = 200
powercost = "Medium"
if(251 to 300)
T.e_cost = 1000
T.e_cost = 100
powercost = "Low"
if(301 to 400)
T.e_cost = 2000
T.e_cost = 200
powercost = "Medium"
if(401 to 1000)
T.e_cost = 3000
T.e_cost = 300
powercost = "High"
switch(powercost)
if("High")
@@ -471,16 +469,16 @@
/obj/item/weapon/gun/energy/temperature/proc/update_charge()
var/charge = power_supply.charge
switch(charge)
if(9000 to INFINITY) overlays += "900"
if(8000 to 9000) overlays += "800"
if(7000 to 8000) overlays += "700"
if(6000 to 7000) overlays += "600"
if(5000 to 6000) overlays += "500"
if(4000 to 5000) overlays += "400"
if(3000 to 4000) overlays += "300"
if(2000 to 3000) overlays += "200"
if(1000 to 2002) overlays += "100"
if(-INFINITY to 1000) overlays += "0"
if(900 to INFINITY) overlays += "900"
if(800 to 900) overlays += "800"
if(700 to 800) overlays += "700"
if(600 to 700) overlays += "600"
if(500 to 600) overlays += "500"
if(400 to 500) overlays += "400"
if(300 to 400) overlays += "300"
if(200 to 300) overlays += "200"
if(100 to 202) overlays += "100"
if(-INFINITY to 100) overlays += "0"
/obj/item/weapon/gun/energy/mimicgun
name = "mimic gun"
@@ -5,23 +5,12 @@
item_state = null //so the human update icon uses the icon_state instead.
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
ammo_x_offset = 3
cell_type = /obj/item/weapon/stock_parts/cell/crap
/obj/item/weapon/gun/energy/taser/mounted
name = "mounted taser gun"
selfcharge = 1
use_external_power = 1
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
cell_type = /obj/item/weapon/stock_parts/cell/secborg
/obj/item/weapon/gun/energy/disabler/cyborg/newshot()
..()
robocharge()
/obj/item/weapon/gun/energy/shock_revolver
name = "tesla revolver"
desc = "A high-tech revolver that fires internal, reusable shock cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
@@ -6,7 +6,6 @@
icon_state = "telegun"
item_state = "ionrifle"
origin_tech = "combat=6;materials=7;powerstorage=5;bluespace=5;syndicate=4"
cell_type = /obj/item/weapon/stock_parts/cell/crap
ammo_type = list(/obj/item/ammo_casing/energy/teleport)
shaded_charge = 1
var/teleport_target = null
+1 -1
View File
@@ -275,7 +275,7 @@
cargo_hold.emp_act(severity)
if(battery && battery.charge > 0)
battery.use((battery.charge / 2) / severity)
battery.use((battery.charge/3)/(severity*2))
deal_damage(80 / severity)
if(empcounter < (40 / severity))
empcounter = 40 / severity
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