Added
This commit is contained in:
@@ -9,7 +9,7 @@
|
||||
message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
|
||||
log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
|
||||
|
||||
if(heavy_range > 1)
|
||||
if(heavy_range >= 1)
|
||||
new /obj/effect/temp_visual/emp/pulse(epicenter)
|
||||
|
||||
if(heavy_range > light_range)
|
||||
|
||||
@@ -397,6 +397,8 @@ GLOBAL_LIST_INIT(brass_recipes, list ( \
|
||||
null,
|
||||
new/datum/stack_recipe("receiver - brass skewer", /obj/structure/destructible/clockwork/trap/brass_skewer, 2, time = 20, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_ADJACENT), \
|
||||
new/datum/stack_recipe("receiver - steam vent", /obj/structure/destructible/clockwork/trap/steam_vent, 3, time = 30, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
|
||||
new/datum/stack_recipe("receiver - power nullifier", /obj/structure/destructible/clockwork/trap/power_nullifier, 5, time = 30, one_per_turf = TRUE, on_floor = TRUE, placement_checks = STACK_CHECK_CARDINALS), \
|
||||
|
||||
))
|
||||
|
||||
/obj/item/stack/tile/brass
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech
|
||||
name = "mech sensor"
|
||||
desc = "A thin plate of brass, barely visible but clearly distinct."
|
||||
clockwork_desc = "A trigger that will activate when a mech controlled by a non-servant runs across it."
|
||||
max_integrity = 5
|
||||
icon_state = "pressure_sensor"
|
||||
alpha = 75
|
||||
|
||||
|
||||
/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech/Crossed(atom/movable/AM)
|
||||
|
||||
if(!istype(AM,/obj/mecha/))
|
||||
return
|
||||
|
||||
var/obj/mecha/M = AM
|
||||
if(!M.occupant || is_servant_of_ratvar(M.occupant))
|
||||
return
|
||||
audible_message("<i>*click*</i>")
|
||||
playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
|
||||
activate()
|
||||
@@ -68,7 +68,14 @@
|
||||
mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
|
||||
buckle_mob(squirrel, TRUE)
|
||||
else
|
||||
visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
|
||||
var/obj/mecha/M = locate() in get_turf(src)
|
||||
if(M)
|
||||
M.take_damage(50,BRUTE,"melee")
|
||||
M.visible_message("<span class='danger'>A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!</span>")
|
||||
addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
|
||||
else
|
||||
visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
|
||||
|
||||
playsound(src, 'sound/machines/clockcult/brass_skewer.ogg', 75, FALSE)
|
||||
icon_state = "[initial(icon_state)]_extended"
|
||||
density = TRUE //Skewers are one-use only
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
/obj/structure/destructible/clockwork/trap/power_nullifier
|
||||
name = "power nullifier"
|
||||
desc = "A well hidden set of wires and connections."
|
||||
clockwork_desc = "When triggered, it sets off a 3x3 emp pulse with the center suffering a stronger pulse."
|
||||
icon_state = "electric_trap"
|
||||
break_message = "<span class='warning'>The power nullifier sparks, then slowly crumbles to debris!</span>"
|
||||
max_integrity = 40
|
||||
density = FALSE
|
||||
var/activated = FALSE
|
||||
|
||||
/obj/structure/destructible/clockwork/trap/power_nullifier/activate()
|
||||
if(!activated)
|
||||
activated = TRUE
|
||||
empulse(get_turf(src),1,1,TRUE)
|
||||
|
||||
/obj/structure/destructible/clockwork/trap/power_nullifier/emp_act(var/strength=1)
|
||||
activate()
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 124 KiB After Width: | Height: | Size: 124 KiB |
@@ -263,3 +263,4 @@ When crafting most items, you can either manually combine parts or use the craft
|
||||
Suit storage units not only remove blood and dirt from clothing, but also radiation!
|
||||
Remote devices will work when used through cameras. For example: Bluespace RPEDs and door remotes.
|
||||
Laser pointers can be upgraded by replacing its micro laser with a better one from RnD! Use a screwdriver on it to remove the old laser. Upgrading the laser pointer gives you better odds of stunning a cyborg, and even blinding people with sunglasses.
|
||||
You can bypass clockwork cult pressure sensors if you walk instead of jog on them. Alternatively, you can also become a clockwork cultist.
|
||||
|
||||
@@ -1236,8 +1236,10 @@
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\wall_gear.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\lever.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\pressure_sensor_mech.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\trap_triggers\repeater.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\traps\brass_skewer.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\traps\power_null.dm"
|
||||
#include "code\modules\antagonists\clockcult\clock_structures\traps\steam_vent.dm"
|
||||
#include "code\modules\antagonists\cult\blood_magic.dm"
|
||||
#include "code\modules\antagonists\cult\cult.dm"
|
||||
|
||||
Reference in New Issue
Block a user