Completely reworks the tesla revolver (need to work on damage values) (#20295)

* part one: the rest of a fucking owl

* kit

* shocking changes

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* Update code/modules/projectiles/projectile/energy.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update code/modules/projectiles/projectile/energy.dm

Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>

* Update energy_projectiles.dm

---------

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
Qwertytoforty
2023-03-17 10:26:02 -05:00
committed by GitHub
co-authored by SteelSlayer Henri215 Ryan
parent 66831d6a8a
commit 5197d1b62a
9 changed files with 176 additions and 39 deletions
@@ -336,7 +336,7 @@ Difficulty: Hard
var/turf/S = get_turf(src)
if(!S || !T)
return
var/obj/item/projectile/energy/shock_revolver/ancient/O = new /obj/item/projectile/energy/shock_revolver/ancient(S)
var/obj/item/projectile/energy/tesla_bolt/O = new /obj/item/projectile/energy/tesla_bolt(S)
O.current = S
O.yo = T.y - S.y
O.xo = T.x - S.x
@@ -692,10 +692,28 @@ Difficulty: Hard
icon_state = "small1"
duration = 20
/obj/item/projectile/energy/shock_revolver/ancient
damage = 5
/obj/item/projectile/energy/shock_revolver/ancient/Bump(atom/A, yes) // Don't want the projectile hitting the legs
/obj/item/projectile/energy/tesla_bolt //Leaving here for adminbus / so vetus still uses it.
name = "shock bolt"
icon_state = "purple_laser"
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
damage = 5 //A worse lasergun
var/zap_flags = ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
/obj/item/ammo_casing/energy/tesla_bolt/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
..()
var/obj/item/projectile/energy/tesla_bolt/P = BB
spawn(1)
P.chain = P.Beam(user, icon_state = "purple_lightning", icon = 'icons/effects/effects.dmi', time = 1000, maxdistance = 30)
/obj/item/projectile/energy/tesla_bolt/on_hit(atom/target)
. = ..()
tesla_zap(src, zap_range, power, zap_flags)
qdel(src)
/obj/item/projectile/energy/tesla_bolt/Bump(atom/A, yes) // Don't want the projectile hitting the legs
if(!istype(/mob/living/simple_animal/hostile/ancient_robot_leg, A))
return ..()
var/turf/target_turf = get_turf(A)