Added Peacekeeper borgs, removing thermals, giving them blue eyes, etc

This commit is contained in:
ZomgPonies
2015-11-20 19:21:39 -05:00
parent 589239f3cd
commit bd0dd2ab4b
6 changed files with 27 additions and 12 deletions
+1 -1
View File
@@ -117,7 +117,7 @@ datum/game_mode/nations
AI.add_inherent_law("Remain available to mediate all conflicts between the various nations when asked to.")
AI.show_laws()
for(var/mob/living/silicon/robot/R in AI.connected_robots)
R.change_mob_type( /mob/living/silicon/robot/combat , null, null, 1, 1 )
R.change_mob_type(/mob/living/silicon/robot/peacekeeper, null, null, 1, 1 )
R.lawsync()
R.show_laws()
+1 -1
View File
@@ -110,7 +110,7 @@
else if(issilicon(M))
var/mob/living/silicon/robot/R = M
if(R,activated(/obj/item/borg/combat/shield))
if(R.activated(/obj/item/borg/combat/shield))
add_logs(M, user, "flashed", object="[src.name]")
user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but if blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by his shield!</span>")
return 1
@@ -1435,8 +1435,8 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/peacekeeper/New()
..()
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
module = new /obj/item/weapon/robot_module/combat(src)
module_sprites["Combat Android"] = "droidpeace"
module = new /obj/item/weapon/robot_module/peacekeeper(src)
module_sprites["Peacekeeper Android"] = "droidpeace"
//languages
module.add_languages(src)
//subsystems
@@ -68,12 +68,12 @@
//Combat shielding absorbs a percentage of damage directly into the cell.
var/obj/item/borg/combat/shield/shield
if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
if(module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
shield = module_state_1
else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
shield = module_state 2
else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
shield = module_state 3
shield = module_state_2
else if(module_state_3 && istype(module_state_3,/obj/item/borg/combat/shield))
shield = module_state_3
if(shield)
//Shields absorb a certain percentage of damage based on their power setting.
var/absorb_brute = brute*shield.shield_level
@@ -119,12 +119,12 @@
//Combat shielding absorbs a percentage of damage directly into the cell.
var/obj/item/borg/combat/shield/shield
if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
if(module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
shield = module_state_1
else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
shield = module_state 2
else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
shield = module_state 3
shield = module_state_2
else if(module_state_3 && istype(module_state_3,/obj/item/borg/combat/shield))
shield = module_state_3
if(shield)
//Shields absorb a certain percentage of damage based on their power setting.
var/absorb_brute = brute*shield.shield_level
@@ -423,6 +423,21 @@
fix_modules()
/obj/item/weapon/robot_module/peacekeeper
name = "peacekeepert robot module"
/obj/item/weapon/robot_module/peacekeeper/New()
src.modules += new /obj/item/device/flash/cyborg(src)
src.modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/gun/cyborg(src)
src.modules += new /obj/item/weapon/gun/energy/plasmacutter(src)
src.modules += new /obj/item/borg/combat/shield(src)
src.modules += new /obj/item/borg/combat/mobility(src)
src.modules += new /obj/item/weapon/wrench(src) //Is a combat android really going to be stopped by a chair?
src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
fix_modules()
/obj/item/weapon/robot_module/alien/hunter
name = "alien hunter module"
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