Security and Syndicate Cyborg Changes

- Security cyborg's taser now properly draws from a cell that slowly
recharges from the cyborg's main battery, rather than drawing directly
from the main battery. 6 shots then CLICK until it recharges.
- Replaces Syndicate cyborg's recharging energy crossbow with a
non-recharging grenade launcher, still stuns, but does a good bit more
damage. (TG port)
- Replaces the Syndicate cyborg's laser with an LMG. (TG port)
- Nerfs cost per projectile to 300 from TG's 20, because a 300 shot
recharging clip is utterly overpowered, not to mention the fact that it
hardly affected the borg's battery when recharging.
- Cost of the cyborg's laser gun prior was 830, so this is still a buff.
However it no longer pulls directly from the cyborg's main battery,
instead pulling from a 6000 charge battery that slowly recharges from
the main battery.
This commit is contained in:
DZD
2015-01-24 14:53:34 -05:00
parent 1ee0b012ea
commit 6ea11601a7
4 changed files with 61 additions and 31 deletions
@@ -338,9 +338,9 @@
src.modules += new /obj/item/device/flash/cyborg(src)
src.modules += new /obj/item/device/flashlight(src)
src.modules += new /obj/item/weapon/melee/energy/sword/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/crossbow/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/printer(src)
src.modules += new /obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg(src)
src.modules += new /obj/item/weapon/card/emag(src)
src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
src.modules += new /obj/item/weapon/tank/jetpack/carbondioxide(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.emag = null
@@ -256,4 +256,44 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
item_state = null
projectile_type = "/obj/item/projectile/beam/disabler"
cell_type = "/obj/item/weapon/cell"
charge_cost = 500
charge_cost = 500
/* 3d printer 'pseudo guns' for borgs */
/obj/item/weapon/gun/energy/printer
name = "cyborg lmg"
desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a cyborg's internal power source."
icon_state = "l6closed0"
icon = 'icons/obj/gun.dmi'
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
cell_type = "/obj/item/weapon/cell/secborg"
projectile_type = "/obj/item/projectile/bullet/midbullet3"
charge_cost = 400 //Yeah, let's NOT give them a 300 round clip that recharges, 15 is more reasonable and will actually hurt the borg's battery for overuse.
var/charge_tick = 0
var/recharge_time = 5
/obj/item/weapon/gun/energy/printer/update_icon()
return
/obj/item/weapon/gun/energy/printer/New()
..()
processing_objects.Add(src)
/obj/item/weapon/gun/energy/printer/Destroy()
processing_objects.Remove(src)
..()
/obj/item/weapon/gun/energy/printer/process()
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(!power_supply) return 0 //sanity
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
if(R.cell.use(charge_cost)) //Take power from the borg...
power_supply.give(charge_cost) //...to recharge the shot
return 1
+9 -27
View File
@@ -28,19 +28,19 @@
..()
/obj/item/weapon/gun/energy/taser/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
return 1
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
/obj/item/weapon/gun/energy/taser/cyborg/process_chambered()
if(in_chamber)
return 1
if(!power_supply) return 0 //sanity
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell && R.cell.charge >= 250)
R.cell.use(250)
in_chamber = new /obj/item/projectile/energy/electrode(src)
return 1
return 0
if(R && R.cell)
if(R.cell.use(charge_cost)) //Take power from the borg...
power_supply.give(charge_cost) //... to recharge the shot
update_icon()
return 1
/obj/item/weapon/gun/energy/stunrevolver
name = "stun revolver"
@@ -87,24 +87,6 @@
/obj/item/weapon/gun/energy/crossbow/update_icon()
return
/obj/item/weapon/gun/energy/crossbow/cyborg
desc = "An energy-based crossbow that draws power from the cyborg's internal energy cell directly."
/obj/item/weapon/gun/energy/crossbow/cyborg/process()
return 1
/obj/item/weapon/gun/energy/crossbow/cyborg/process_chambered()
if(in_chamber)
return 1
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell && R.cell.charge >= 250)
R.cell.use(250)
in_chamber = new /obj/item/projectile/energy/bolt(src)
return 1
return 0
/obj/item/weapon/gun/energy/crossbow/largecrossbow
name = "Energy Crossbow"
desc = "A weapon favored by syndicate carp hunters."
@@ -47,4 +47,12 @@
icon_state = "bulldog"
item_state = "bulldog"
icon_override = 'icons/mob/in-hand/guns.dmi'
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg
desc = "A 6-shot grenade launcher."
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_grenadelnchr"
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg/attack_self()
return