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SM, Tesla, and general engineering adjustments [MDB IGNORE] [IDB IGNORE] (#19339)
* Update supermatter.dm * fix * clamps these * gwah * Stops tesla from zapping unwrenched coils * tesla upgrade * unglobals this * fix these * Update coil.dm * Update coil.dm * Descriptions * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * Update coil.dm * ranges * UGH * Update vorestation.dme * meth * monster math * Update coil.dm * Update coil.dm * Update coil.dm * THEY DID THE MATH * the monster math * egwah * desc * Update coil.dm * Returns * Update coil.dm * Lowers amount gained * this * im dumb * tesy * Update coil.dm * Update coil.dm * fixes initial density on blast doors * dot * fixes these * Mapper Tools * icon * these * Fixes the sound following people * recursive geigers * Make this a proc * Update supermatter.dm * less ear destroying * these * makes canisters not get softlocked * Hotkeys * proper return * Makes shield gen useful. Gets rid of a harddel Adds hydromagnetic trap * math * Makes buttons more clear. * lol * Fixes ancient runtime * Adds craftable mass driver buttons * button * fixes this * Makes misclicks not destroy solar panels * Update solar.dm * fix this * make them both numbers * upports reflectors * Update reflector.dm * Update reflectors.dm * solar panel and climbable * Gets rid of 'as X' * Adds account console * Update vorestation.dme * Craftable message server * Update message_server.dm * These * con struct * Update smartfridge.dm * whoop * edits
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@@ -66,14 +66,14 @@ ADMIN_VERB(admin_lightning_strike, R_FUN, "Lightning Strike", "Causes lightning
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return
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if(ground) // All is well.
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ground.tesla_act(LIGHTNING_POWER, FALSE)
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ground.tesla_act(LIGHTNING_POWER, FALSE, current_jumps = 1)
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return
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else if(coil) // Otherwise lets bounce off the tesla coil.
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coil.tesla_act(LIGHTNING_POWER, TRUE)
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coil.tesla_act(LIGHTNING_POWER, TRUE, current_jumps = 1)
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else // Striking the turf directly.
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tesla_zap(T, zap_range = LIGHTNING_ZAP_RANGE, power = LIGHTNING_POWER, explosive = FALSE, stun_mobs = TRUE)
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tesla_zap(T, zap_range = LIGHTNING_ZAP_RANGE, power = LIGHTNING_POWER, explosive = FALSE, stun_mobs = TRUE, current_jumps = 1)
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// Some extra effects.
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// Some apply to those within zap range, others if they were a bit farther away.
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