-fixed cyborgs/AI problems with emitters;
-collector controller now without delay display state of singularity, beware red circle;
APC repairing:
-emagged APCs can be easily fixed;
-blowed up and malfhacked APCs can be fixed with lot of work;
--Note: malf timer will NOT slowdown due to gameplay reasons;
-APC now actually use power for charging its cells;
Power cells:
-explosions strength now depends on charge;
-in general explosions were nerfed;
-power cells can lose quality in several circumstances;
Food processor
-now messages appears in right moments;
-code rewritten, adding recipes now easy;
-recipes still same;
-new recipe: non-player monkey -> bucket of blood;



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@709 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
rastaf.zero@gmail.com
2010-12-27 15:08:56 +00:00
parent 5f42e2ec35
commit 80fcaa3cb0
6 changed files with 452 additions and 314 deletions
+50 -4
View File
@@ -47,7 +47,7 @@
/obj/item/weapon/cell/examine()
set src in view(1)
if(usr && !usr.stat)
if(usr /*&& !usr.stat*/)
if(maxcharge <= 2500)
usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
else
@@ -80,8 +80,54 @@
/obj/item/weapon/cell/proc/explode()
var/turf/T = get_turf(src.loc)
explosion(T, 0, 1, 2, 2) //TODO: involve charge
/*
* 1000-cell explosion(T, -1, 0, 1, 1)
* 2500-cell explosion(T, -1, 0, 1, 1)
* 10000-cell explosion(T, -1, 1, 3, 3)
* 15000-cell explosion(T, -1, 2, 4, 4)
* */
if (charge==0)
return
var/devastation_range = -1 //round(charge/11000)
var/heavy_impact_range = round(sqrt(charge)/60)
var/light_impact_range = round(sqrt(charge)/30)
var/flash_range = light_impact_range
if (light_impact_range==0)
rigged = 0
corrupt()
return
//explosion(T, 0, 1, 2, 2)
explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
spawn(1)
del(src)
del(src)
/obj/item/weapon/cell/proc/corrupt()
charge /= 2
maxcharge /= 2
if (prob(10))
rigged = 1 //broken batterys are dangerous
/obj/item/weapon/cell/ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
del(src)
return
if (prob(50))
corrupt()
if(3.0)
if (prob(25))
del(src)
return
if (prob(25))
corrupt()
return
/obj/item/weapon/cell/blob_act()
if(prob(75))
explode()