Fix charge_costs of guns

This commit is contained in:
ZomgPonies
2014-05-24 14:03:37 -04:00
parent 0b2fd89f55
commit b81acff7a3
4 changed files with 9 additions and 16 deletions
@@ -5,7 +5,6 @@
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100 //How much energy is needed to fire.
projectile_type = "/obj/item/projectile/beam/stun"
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"
@@ -58,7 +57,7 @@
if(!power_supply) return 0
if((power_supply.charge / power_supply.maxcharge) != 1)
if(!failcheck()) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
@@ -5,7 +5,7 @@
item_state = null //so the human update icon uses the icon_state instead.
force = 10
fire_sound = 'sound/weapons/pulse.ogg'
charge_cost = 200
charge_cost = 2000
projectile_type = "/obj/item/projectile/beam/pulse"
cell_type = "/obj/item/weapon/cell/super"
var/mode = 2
@@ -8,7 +8,6 @@
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BACK
charge_cost = 100
projectile_type = "/obj/item/projectile/ion"
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
@@ -24,7 +23,6 @@
icon_state = "decloner"
fire_sound = 'sound/weapons/pulse3.ogg'
origin_tech = "combat=5;materials=4;powerstorage=3"
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/declone"
@@ -34,7 +32,6 @@
icon_state = "floramut100"
item_state = "obj/item/gun.dmi"
fire_sound = 'sound/effects/stealthoff.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/energy/floramut"
origin_tech = "materials=2;biotech=3;powerstorage=3"
modifystate = "floramut"
@@ -56,7 +53,7 @@
if(charge_tick < 4) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return 1
@@ -64,13 +61,13 @@
switch(mode)
if(0)
mode = 1
charge_cost = 100
charge_cost = 1000
user << "\red The [src.name] is now set to increase yield."
projectile_type = "/obj/item/projectile/energy/florayield"
modifystate = "florayield"
if(1)
mode = 0
charge_cost = 100
charge_cost = 1000
user << "\red The [src.name] is now set to induce mutations."
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
@@ -84,7 +81,6 @@
item_state = "c20r"
w_class = 4
projectile_type = "/obj/item/projectile/meteor"
charge_cost = 100
cell_type = "/obj/item/weapon/cell/potato"
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
var/charge_tick = 0
@@ -104,7 +100,7 @@
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(!power_supply) return 0
power_supply.give(100)
power_supply.give(1000)
update_icon()
return
@@ -212,10 +208,10 @@ obj/item/weapon/gun/energy/staff/focus
item_state = "shotgun"
projectile_type = "/obj/item/projectile/kinetic"
cell_type = "/obj/item/weapon/cell/crap"
charge_cost = 500
charge_cost = 5000
fire_delay = 20
/obj/item/weapon/gun/energy/kinetic_accelerator/attack_self(var/mob/living/user/L)
power_supply.give(500)
power_supply.give(5000)
playsound(src.loc, 'sound/weapons/shotgunpump.ogg', 60, 1)
return
+1 -3
View File
@@ -5,7 +5,6 @@
icon_state = "taser"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/crap"
@@ -14,7 +13,6 @@
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
@@ -53,7 +51,7 @@
icon_state = "stunrevolver"
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = "combat=3;materials=3;powerstorage=2"
charge_cost = 125
charge_cost = 1250
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell"