removes charge from small jaws. Reduces big jaws charge to 250. Adds a thingy so they don't run out. removes misleading comments.
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@@ -4,7 +4,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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*/
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/obj/item/dogborg/jaws
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var/cellcost
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var/cellcost = 0
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name = "Dogborg jaws"
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desc = "The jaws of the debug errors oh god."
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icon = 'icons/mob/dogborg.dmi'
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@@ -20,7 +20,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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desc = "The jaws of the law. Very sharp."
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icon_state = "jaws"
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force = 12
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cellcost = 1000 // Secborg can only harm with the baton, why does the K9 get a free module to do 12 damage with?
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cellcost = 250
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attack_verb = list("chomped", "bit", "ripped", "mauled", "enforced")
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@@ -29,14 +29,17 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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desc = "Rubberized teeth designed to protect accidental harm. Sharp enough for specialized tasks however."
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icon_state = "smalljaws"
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force = 6
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cellcost = 500 // Less cell use for the smaller jaws.
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attack_verb = list("nibbled", "bit", "gnawed", "chomped", "nommed")
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var/status = 0
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/obj/item/dogborg/jaws/attack(atom/A, mob/living/silicon/robot/user)
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..()
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user.cell.use(cellcost)
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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if(user.cell.charge <= cellcost)
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to_chat(src,"<span class='danger'>Insufficent energy for jaws!</span>")
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return
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else
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user.cell.use(cellcost)
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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/obj/item/dogborg/jaws/small/attack_self(mob/user)
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var/mob/living/silicon/robot.R = user
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@@ -352,7 +355,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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pixel_y = 10
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update_icons()
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throw_at(A, MAX_K9_LEAP_DIST, 1, spin=0, diagonals_first = 1)
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cell.use(750) //Same as stunbaton
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cell.use(750) //Less than a stunbaton since stunbatons hit everytime.
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weather_immunities -= "lava"
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/mob/living/silicon/robot/throw_impact(atom/A)
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