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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 01:23:41 +01:00
Added Peacekeeper borgs, removing thermals, giving them blue eyes, etc
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@@ -117,7 +117,7 @@ datum/game_mode/nations
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AI.add_inherent_law("Remain available to mediate all conflicts between the various nations when asked to.")
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AI.show_laws()
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for(var/mob/living/silicon/robot/R in AI.connected_robots)
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R.change_mob_type( /mob/living/silicon/robot/combat , null, null, 1, 1 )
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R.change_mob_type(/mob/living/silicon/robot/peacekeeper, null, null, 1, 1 )
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R.lawsync()
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R.show_laws()
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@@ -110,7 +110,7 @@
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else if(issilicon(M))
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var/mob/living/silicon/robot/R = M
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if(R,activated(/obj/item/borg/combat/shield))
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if(R.activated(/obj/item/borg/combat/shield))
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add_logs(M, user, "flashed", object="[src.name]")
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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>")
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return 1
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@@ -1435,8 +1435,8 @@ var/list/robot_verbs_default = list(
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/mob/living/silicon/robot/peacekeeper/New()
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..()
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var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
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module = new /obj/item/weapon/robot_module/combat(src)
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module_sprites["Combat Android"] = "droidpeace"
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module = new /obj/item/weapon/robot_module/peacekeeper(src)
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module_sprites["Peacekeeper Android"] = "droidpeace"
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//languages
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module.add_languages(src)
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//subsystems
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@@ -68,12 +68,12 @@
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//Combat shielding absorbs a percentage of damage directly into the cell.
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var/obj/item/borg/combat/shield/shield
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if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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if(module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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shield = module_state_1
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else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
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shield = module_state 2
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else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state 3
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shield = module_state_2
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else if(module_state_3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state_3
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if(shield)
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//Shields absorb a certain percentage of damage based on their power setting.
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var/absorb_brute = brute*shield.shield_level
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@@ -119,12 +119,12 @@
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//Combat shielding absorbs a percentage of damage directly into the cell.
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var/obj/item/borg/combat/shield/shield
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if((module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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if(module_state_1 && istype(module_state_1,/obj/item/borg/combat/shield))
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shield = module_state_1
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else if(module_state_2 && istype(module_state_2,/obj/item/borg/combat/shield))
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shield = module_state 2
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else if(module_state 3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state 3
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shield = module_state_2
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else if(module_state_3 && istype(module_state_3,/obj/item/borg/combat/shield))
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shield = module_state_3
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if(shield)
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//Shields absorb a certain percentage of damage based on their power setting.
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var/absorb_brute = brute*shield.shield_level
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@@ -423,6 +423,21 @@
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fix_modules()
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/obj/item/weapon/robot_module/peacekeeper
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name = "peacekeepert robot module"
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/obj/item/weapon/robot_module/peacekeeper/New()
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src.modules += new /obj/item/device/flash/cyborg(src)
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src.modules += new /obj/item/weapon/restraints/handcuffs/cable/zipties/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/gun/cyborg(src)
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src.modules += new /obj/item/weapon/gun/energy/plasmacutter(src)
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src.modules += new /obj/item/borg/combat/shield(src)
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src.modules += new /obj/item/borg/combat/mobility(src)
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src.modules += new /obj/item/weapon/wrench(src) //Is a combat android really going to be stopped by a chair?
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src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
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fix_modules()
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/obj/item/weapon/robot_module/alien/hunter
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name = "alien hunter module"
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