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@@ -0,0 +1,20 @@
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/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech
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name = "mech sensor"
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desc = "A thin plate of brass, barely visible but clearly distinct."
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clockwork_desc = "A trigger that will activate when a mech controlled by a non-servant runs across it."
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max_integrity = 5
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icon_state = "pressure_sensor"
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alpha = 75
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/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech/Crossed(atom/movable/AM)
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if(!istype(AM,/obj/mecha/))
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return
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var/obj/mecha/M = AM
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if(!M.occupant || is_servant_of_ratvar(M.occupant))
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return
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audible_message("<i>*click*</i>")
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playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
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activate()
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@@ -68,7 +68,14 @@
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mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
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buckle_mob(squirrel, TRUE)
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else
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visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
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var/obj/mecha/M = locate() in get_turf(src)
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if(M)
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M.take_damage(50,BRUTE,"melee")
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M.visible_message("<span class='danger'>A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!</span>")
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addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
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else
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visible_message("<span class='danger'>A massive brass spike erupts from the ground!</span>")
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playsound(src, 'sound/machines/clockcult/brass_skewer.ogg', 75, FALSE)
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icon_state = "[initial(icon_state)]_extended"
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density = TRUE //Skewers are one-use only
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@@ -0,0 +1,17 @@
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/obj/structure/destructible/clockwork/trap/power_nullifier
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name = "power nullifier"
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desc = "A well hidden set of wires and connections."
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clockwork_desc = "When triggered, it sets off a 3x3 emp pulse with the center suffering a stronger pulse."
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icon_state = "electric_trap"
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break_message = "<span class='warning'>The power nullifier sparks, then slowly crumbles to debris!</span>"
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max_integrity = 40
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density = FALSE
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var/activated = FALSE
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/obj/structure/destructible/clockwork/trap/power_nullifier/activate()
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if(!activated)
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activated = TRUE
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empulse(get_turf(src),1,1,TRUE)
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/obj/structure/destructible/clockwork/trap/power_nullifier/emp_act(var/strength=1)
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activate()
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