Syndicate Medibots, Energy Recharge Fix

- Adds the ability to construct Syndicate Medbots, which were previously
in the code but unable to be constructed. These bots will only heal
Syndicate Nukeops, and can only be made from the medikit box that
Nukeops can purchase.

- Fixed recharging in energy crossbows and laser tag guns, they were
recharging 10x slower than they were meant to.
This commit is contained in:
SamCroswell
2014-11-08 19:16:33 -05:00
parent 4ffd1a94e6
commit 211023bd67
6 changed files with 27 additions and 11 deletions
+22 -7
View File
@@ -38,11 +38,11 @@
var/treatment_virus = "spaceacillin"
var/shut_up = 0 //self explanatory :)
/obj/machinery/bot/medbot/mysterious
name = "Mysterious Medibot"
desc = "International Medibot of mystery."
/obj/machinery/bot/medbot/syndicate
name = "Suspicious Medibot"
desc = "You'd better have insurance!"
skin = "bezerk"
treatment_oxy = "dexalinp"
treatment_oxy = "dexalin"
treatment_brute = "bicaridine"
treatment_fire = "kelotane"
treatment_tox = "anti_toxin"
@@ -62,6 +62,8 @@
spawn(5)
if(src.skin)
src.overlays += image('icons/obj/aibots.dmi', "kit_skin_[src.skin]")
if(src.skin == "bezerk")
created_name = "Suspicious Medibot"
/obj/machinery/bot/medbot/New()
@@ -333,6 +335,9 @@
if(src.emagged == 2) //Everyone needs our medicine. (Our medicine is toxins)
return 1
if((skin == "bezerk") && (!("syndicate" in C.faction))) // No healing non-operatives as a SyndiBot.
return 0
//If they're injured, we're using a beaker, and don't have one of our WONDERCHEMS.
if((src.reagent_glass) && (src.use_beaker) && ((C.getBruteLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getToxLoss() >= heal_threshold) || (C.getOxyLoss() >= (heal_threshold + 15))))
for(var/datum/reagent/R in src.reagent_glass.reagents.reagent_list)
@@ -534,6 +539,8 @@
A.skin = "tox"
else if(istype(src,/obj/item/weapon/storage/firstaid/o2))
A.skin = "o2"
else if(istype(src,/obj/item/weapon/storage/firstaid/tactical))
A.skin = "bezerk"
del(S)
user.put_in_hands(A)
@@ -569,9 +576,17 @@
src.build_step++
user << "<span class='notice'>You complete the Medibot! Beep boop.</span>"
var/turf/T = get_turf(src)
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot(T)
S.skin = src.skin
S.name = src.created_name
if (src.skin == "bezerk")
var/obj/machinery/bot/medbot/syndicate/S = new /obj/machinery/bot/medbot/syndicate(T)
S.skin = src.skin
S.name = src.created_name
else
var/obj/machinery/bot/medbot/S = new /obj/machinery/bot/medbot(T)
S.skin = src.skin
S.name = src.created_name
user.drop_from_inventory(src)
del(src)
@@ -194,6 +194,7 @@
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
force = 25.0
throwforce = 15.0
no_embed = 1
/obj/item/weapon/butch/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
+1 -1
View File
@@ -15,7 +15,7 @@
spawntypes = list(
/obj/item/device/mass_spectrometer/adv=1,
/obj/item/clothing/glasses/hud/health=1,
/obj/machinery/bot/medbot/mysterious=1
/obj/machinery/bot/medbot/syndicate=1
)
fluffitems = list(
/obj/effect/decal/cleanable/blood=5,
@@ -133,7 +133,7 @@ obj/item/weapon/gun/energy/laser/retro
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
@@ -170,6 +170,6 @@ obj/item/weapon/gun/energy/laser/retro
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
+1 -1
View File
@@ -86,7 +86,7 @@
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
return 1
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