mirror of
https://github.com/ParadiseSS13/Paradise.git
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88 lines
2.1 KiB
Plaintext
88 lines
2.1 KiB
Plaintext
/obj/item/projectile/energy
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name = "energy"
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icon_state = "spark"
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damage = 0
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damage_type = BURN
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flag = "energy"
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/obj/item/projectile/energy/electrode
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name = "electrode"
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icon_state = "spark"
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color = "#FFFF00"
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nodamage = 1
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stun = 5
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weaken = 5
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stutter = 5
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jitter = 20
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hitsound = 'sound/weapons/tase.ogg'
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range = 7
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//Damage will be handled on the MOB side, to prevent window shattering.
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/obj/item/projectile/energy/electrode/on_hit(var/atom/target, var/blocked = 0)
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if(!proj_hit)
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if(!ismob(target) || blocked >= 2) //Fully blocked by mob or collided with dense object - burst into sparks!
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var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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proj_hit = 1
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else if(iscarbon(target))
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var/mob/living/carbon/C = target
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if(HULK in C.mutations)
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C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
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else if(C.status_flags & CANWEAKEN)
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C.do_jitter_animation(jitter)
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..()
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/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
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if(!proj_hit)
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var/datum/effect/system/spark_spread/sparks = new /datum/effect/system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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proj_hit = 1
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..()
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/obj/item/projectile/energy/declone
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name = "declone"
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icon_state = "declone"
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damage = 20
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damage_type = CLONE
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irradiate = 10
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/obj/item/projectile/energy/dart
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name = "dart"
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icon_state = "toxin"
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damage = 5
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damage_type = TOX
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weaken = 5
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range = 7
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/obj/item/projectile/energy/shuriken
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name = "shuriken"
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icon_state = "toxin"
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damage = 10
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damage_type = TOX
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nodamage = 0
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weaken = 5
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stutter = 5
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/obj/item/projectile/energy/bolt
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name = "bolt"
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icon_state = "cbbolt"
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damage = 15
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damage_type = TOX
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nodamage = 0
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weaken = 5
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stutter = 5
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/obj/item/projectile/energy/bolt/large
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name = "largebolt"
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damage = 20
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/obj/item/projectile/energy/plasma
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name = "plasma bolt"
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icon_state = "energy"
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damage = 20
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damage_type = TOX
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irradiate = 20 |