Here are the 3 new projectiles that Superxpdude requested.

Bulletburst, weakbulletburst and weakerbulletburst.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1859 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
firecage@hotmail.com
2011-07-15 19:04:33 +00:00
parent aafab0fbb2
commit 29aeddee41
28 changed files with 403 additions and 1 deletions
@@ -121,6 +121,27 @@
updatehealth()
if (prob(50)&&weakened <= 5)
weakened = 5
if(PROJECTILE_WEAKBULLET)
var/d = 14
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50)&&weakened <= 2)
weakened = 2
if(PROJECTILE_WEAKBULLETBURST)
var/d = 7
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50)&&weakened <= 2)
weakened = 2
if(PROJECTILE_BULLETBURST)
var/d = 18
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50)&&weakened <= 2)
weakened = 2
if(PROJECTILE_TASER)
if (prob(75) && stunned <= 10)
stunned = 10
@@ -99,6 +99,36 @@
if (prob(50))
if(weakened <= 5) weakened = 5
return
if(PROJECTILE_WEAKBULLET)
var/d = 14
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50))
if(weakened <= 2) weakened = 2
return
if(PROJECTILE_WEAKBULLETBURST)
var/d = 7
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50))
if(weakened <= 2) weakened = 2
return
if(PROJECTILE_BULLETBURST)
var/d = 18
if (stat != 2)
bruteloss += d
updatehealth()
if (prob(50))
if(weakened <= 2) weakened = 2
return
if(PROJECTILE_TASER)
if (prob(75) && stunned <= 10)
stunned = 10
@@ -299,6 +299,58 @@
if (prob(50))
if(weakened <= 5) weakened = 5
return
if(PROJECTILE_BULLETBURST)
armor = getarmor(affecting, "bullet")
var/d = 18
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 / 4
/*
else
if (istype(wear_suit, /obj/item/clothing/suit/swat_suit))
if (prob(90))
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 / 5*/
if (istype(r_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
else
if (istype(l_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
if (stat != 2)
affecting.take_damage(d, 0)
UpdateDamageIcon()
updatehealth()
if (prob(50))
if(weakened <= 2) weakened = 2
return
if(PROJECTILE_TASER)
armor = getarmor(affecting, "taser")
if (prob(armor["armor"]))
@@ -483,6 +535,106 @@
updatehealth()
if(weakened <= 5) weakened = 5
return
if(PROJECTILE_WEAKBULLETBURST)
armor = getarmor(affecting, "bullet")
var/d = 7
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 / 4
/*else
if (istype(wear_suit, /obj/item/clothing/suit/swat_suit))
if (prob(90))
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 / 5*/
if (istype(r_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
else
if (istype(l_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
if (stat != 2)
affecting.take_damage(d, 0)
UpdateDamageIcon()
updatehealth()
if(weakened <= 2) weakened = 2
return
if(PROJECTILE_WEAKERBULLETBURST)
armor = getarmor(affecting, "bullet")
var/d = 4
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 / 4
/*else
if (istype(wear_suit, /obj/item/clothing/suit/swat_suit))
if (prob(90))
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 / 5*/
if (istype(r_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
else
if (istype(l_hand, /obj/item/weapon/shield/riot))
if (prob(90))
show_message("\red Your shield absorbs the blow!", 4)
return
else
if (prob(40))
show_message("\red Your shield only softens the blow!", 4)
if (prob(60))
d = d / 2
d = d / 5
if (stat != 2)
affecting.take_damage(d, 0)
UpdateDamageIcon()
updatehealth()
if(weakened <= 2) weakened = 2
return
return
/mob/living/carbon/human/emp_act(severity)
@@ -156,6 +156,33 @@
if(PROJECTILE_BULLET)
var/d = 1
attacked += 10
if (stat != 2)
bruteloss += d
updatehealth()
return
if(PROJECTILE_BULLETBURST)
var/d = 1
attacked += 10
if (stat != 2)
bruteloss += d
updatehealth()
return
if(PROJECTILE_WEAKBULLETBURST)
var/d = 1
attacked += 10
if (stat != 2)
bruteloss += d
updatehealth()
return
if(PROJECTILE_WEAKERBULLETBURST)
var/d = 0.5
attacked += 10
if (stat != 2)
bruteloss += d
@@ -125,6 +125,12 @@
updatehealth()
if (prob(50))
if(weakened <= 5) weakened = 5
else if (flag == PROJECTILE_BULLETBURST)
if (stat != 2)
take_organ_damage(21, 0)
updatehealth()
if (prob(50))
if(weakened <= 2) weakened = 2
else if (flag == PROJECTILE_TASER)
if (prob(75) && stunned <= 10)
stunned = 10
@@ -170,6 +176,16 @@
take_organ_damage(10, 0)
updatehealth()
if(weakened <= 5) weakened = 5
else if (flag == PROJECTILE_WEAKBULLETBURST)
if (stat != 2)
take_organ_damage(5, 0)
updatehealth()
if(weakened <= 2) weakened = 2
else if (flag == PROJECTILE_WEAKERBULLETBURST)
if (stat != 2)
take_organ_damage(3, 0)
updatehealth()
if(weakened <= 2) weakened = 2
return
/mob/living/carbon/monkey/hand_p(mob/M as mob)
+20
View File
@@ -29,6 +29,26 @@
src.stunned = 10
else
src.weakened = 10
if(PROJECTILE_BULLETBURST)
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(18, 0))
H.UpdateDamageIcon()
else
H.UpdateDamage()
else
src.take_organ_damage(18)
src.updatehealth()
if (prob(80) && src.weakened <= 2)
src.weakened = 2
if(PROJECTILE_TASER)
if (prob(75) && src.stunned <= 10)
src.stunned = 10
else
src.weakened = 10
if(PROJECTILE_DART)
src.weakened += 5
src.toxloss += 10
+5
View File
@@ -269,6 +269,11 @@
bruteloss += 60
updatehealth()
weakened = 10
else if (flag == PROJECTILE_BULLETBURST)
if (stat != 2)
bruteloss += 21
updatehealth()
weakened = 4
else if (flag == PROJECTILE_TASER)
if (prob(75))
stunned = 15
@@ -120,6 +120,11 @@
src.bruteloss += 60
src.updatehealth()
src.weakened = 10
else if (flag == PROJECTILE_BULLETBURST)
if (src.stat != 2)
src.bruteloss += 21
src.updatehealth()
src.weakened = 4
else if (flag == PROJECTILE_TASER)
if (prob(75))
src.stunned = 15
@@ -257,6 +257,11 @@
bruteloss += 60
updatehealth()
return
if(PROJECTILE_BULLETBURST)
if (stat != 2)
bruteloss += 21
updatehealth()
return
/*
if(PROJECTILE_MEDBULLET)
if (stat != 2)
@@ -268,6 +273,16 @@
bruteloss += 15
updatehealth()
return
if(PROJECTILE_WEAKBULLETBURST)
if (stat != 2)
bruteloss += 7
updatehealth()
return
if(PROJECTILE_WEAKERBULLETBURST)
if (stat != 2)
bruteloss += 5
updatehealth()
return
/*
if(PROJECTILE_MPBULLET)
if (stat != 2)
@@ -174,8 +174,14 @@ field_generator power level display
bullet_act(flag)
if (flag == PROJECTILE_BULLET)
src.power -= 50
else if (flag == PROJECTILE_BULLETBURST)
src.power -= 20
else if (flag == PROJECTILE_WEAKBULLET)
src.power -= 25
else if (flag == PROJECTILE_WEAKBULLETBURST)
src.power -= 13
else if (flag == PROJECTILE_WEAKERBULLETBURST)
src.power -= 7
else if (flag == PROJECTILE_LASER)
src.power += 20
else if (flag == PROJECTILE_SHOCK)