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synced 2026-07-19 02:54:41 +01:00
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.
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@@ -338,9 +338,9 @@
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src.modules += new /obj/item/device/flash/cyborg(src)
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src.modules += new /obj/item/device/flashlight(src)
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src.modules += new /obj/item/weapon/melee/energy/sword/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/crossbow/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/printer(src)
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src.modules += new /obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg(src)
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src.modules += new /obj/item/weapon/card/emag(src)
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src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
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src.modules += new /obj/item/weapon/tank/jetpack/carbondioxide(src)
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src.modules += new /obj/item/weapon/crowbar(src)
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src.emag = null
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@@ -256,4 +256,44 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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item_state = null
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projectile_type = "/obj/item/projectile/beam/disabler"
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cell_type = "/obj/item/weapon/cell"
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charge_cost = 500
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charge_cost = 500
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/* 3d printer 'pseudo guns' for borgs */
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/obj/item/weapon/gun/energy/printer
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name = "cyborg lmg"
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desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a cyborg's internal power source."
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icon_state = "l6closed0"
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icon = 'icons/obj/gun.dmi'
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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cell_type = "/obj/item/weapon/cell/secborg"
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projectile_type = "/obj/item/projectile/bullet/midbullet3"
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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.
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var/charge_tick = 0
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var/recharge_time = 5
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/obj/item/weapon/gun/energy/printer/update_icon()
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return
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/obj/item/weapon/gun/energy/printer/New()
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..()
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processing_objects.Add(src)
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/obj/item/weapon/gun/energy/printer/Destroy()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/gun/energy/printer/process()
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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if(!power_supply) return 0 //sanity
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell)
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if(R.cell.use(charge_cost)) //Take power from the borg...
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power_supply.give(charge_cost) //...to recharge the shot
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return 1
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@@ -28,19 +28,19 @@
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..()
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/obj/item/weapon/gun/energy/taser/cyborg/process() //Every [recharge_time] ticks, recharge a shot for the cyborg
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return 1
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charge_tick++
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if(charge_tick < recharge_time) return 0
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charge_tick = 0
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/obj/item/weapon/gun/energy/taser/cyborg/process_chambered()
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if(in_chamber)
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return 1
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if(!power_supply) return 0 //sanity
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell && R.cell.charge >= 250)
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R.cell.use(250)
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in_chamber = new /obj/item/projectile/energy/electrode(src)
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return 1
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return 0
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if(R && R.cell)
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if(R.cell.use(charge_cost)) //Take power from the borg...
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power_supply.give(charge_cost) //... to recharge the shot
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update_icon()
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return 1
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/obj/item/weapon/gun/energy/stunrevolver
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name = "stun revolver"
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@@ -87,24 +87,6 @@
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/obj/item/weapon/gun/energy/crossbow/update_icon()
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return
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/obj/item/weapon/gun/energy/crossbow/cyborg
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desc = "An energy-based crossbow that draws power from the cyborg's internal energy cell directly."
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/obj/item/weapon/gun/energy/crossbow/cyborg/process()
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return 1
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/obj/item/weapon/gun/energy/crossbow/cyborg/process_chambered()
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if(in_chamber)
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return 1
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if(isrobot(src.loc))
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var/mob/living/silicon/robot/R = src.loc
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if(R && R.cell && R.cell.charge >= 250)
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R.cell.use(250)
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in_chamber = new /obj/item/projectile/energy/bolt(src)
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return 1
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return 0
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/obj/item/weapon/gun/energy/crossbow/largecrossbow
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name = "Energy Crossbow"
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desc = "A weapon favored by syndicate carp hunters."
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@@ -47,4 +47,12 @@
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icon_state = "bulldog"
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item_state = "bulldog"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi"
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/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg
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desc = "A 6-shot grenade launcher."
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icon = 'icons/mecha/mecha_equipment.dmi'
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icon_state = "mecha_grenadelnchr"
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/obj/item/weapon/gun/projectile/revolver/grenadelauncher/multi/cyborg/attack_self()
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return
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