Adds basic hostile silicon mobs: borgs and mechs (#31481)

* Adds basic hostile silicon mobs: Cyborgs and Mechs

* DVORAK

* Map fix

* Apply suggestion from @Burzah

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Apply suggestion from @Burzah

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

* Update code/modules/mob/living/basic/hostile/silicon/hostile_mechs.dm

Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>

---------

Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
This commit is contained in:
PollardTheDragon
2026-02-11 22:20:27 +00:00
committed by GitHub
co-authored by Burzah
parent 4fa5017709
commit 33652c77c9
10 changed files with 585 additions and 55 deletions
@@ -148,20 +148,28 @@
icon = 'icons/obj/grenade.dmi'
icon_state = "missile"
damage = 50
///If the missile will have a heavy, or light explosion.
var/heavy = TRUE
/// Devastation from the missile
var/devastation = 1
/// Heavy damage from the missile
var/heavy_damage = 2
/// Light damage from the missile
var/light_damage = 3
/obj/projectile/missile/on_hit(atom/target, blocked, hit_zone)
..()
if(heavy)
explosion(target, 1, 2, 3, cause = "[type] fired by [key_name(firer)]")
else
explosion(target, -1, 0, 2, cause = "[type] fired by [key_name(firer)]")
explosion(target, devastation, heavy_damage, light_damage, cause = "[type] fired by [key_name(firer)]")
return TRUE
/obj/projectile/missile/light
damage = 15
heavy = FALSE
devastation = -1
heavy_damage = 0
light_damage = 2
/obj/projectile/missile/medium
damage = 30
devastation = -1
heavy_damage = 1
/obj/projectile/energy/floramut
name = "alpha somatoray"