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Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts: baystation12.dme code/defines/procs/global_lists.dm code/game/gamemodes/events.dm code/game/gamemodes/events/space_ninja.dm code/game/mecha/working/ripley.dm code/modules/mob/living/carbon/human/human_attackalien.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/new_player/preferences.dm icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
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@@ -36,7 +36,7 @@
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
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var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
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var/projectile_type = "/obj/item/projectile"
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var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
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//Effects
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@@ -80,7 +80,14 @@
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forcedodge = 1
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else
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var/distance = get_dist(original,loc)
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def_zone = ran_zone(def_zone, 100-(5*distance)) //Lower accurancy/longer range tradeoff.
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//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
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// close distance, actually RAISE the chance to hit.
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def_zone = get_zone_with_miss_chance(def_zone, M, -30 + 8*distance)
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if(!def_zone)
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visible_message("\The [src] misses [M] narrowly.")
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del(src)
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return
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if(silenced)
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M << "\red You've been shot in the [parse_zone(def_zone)] by the [src.name]!"
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else
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@@ -124,4 +124,12 @@
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else if (istype(target, /mob/living/carbon/))
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M.show_message("\blue The radiation beam dissipates harmlessly through your body.")
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else
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return 1
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return 1
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/obj/item/projectile/neurotoxin
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name = "neurotoxin"
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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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flag = "bio"
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