//Bloodchiller - Chilling Green /obj/item/gun/magic/bloodchill name = "blood chiller" desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech." icon = 'icons/obj/slimecrossing.dmi' icon_state = "bloodgun" item_state = "bloodgun" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' item_flags = ABSTRACT | DROPDEL w_class = WEIGHT_CLASS_HUGE slot_flags = NONE force = 5 max_charges = 1 //Recharging costs blood. recharge_rate = 1 ammo_type = /obj/item/ammo_casing/magic/bloodchill fire_sound = 'sound/effects/attackblob.ogg' total_mass = TOTAL_MASS_HAND_REPLACEMENT /obj/item/gun/magic/bloodchill/Initialize() . = ..() ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT) /obj/item/gun/magic/bloodchill/process() charge_tick++ if(charge_tick < recharge_rate || charges >= max_charges) return 0 charge_tick = 0 var/mob/living/M = loc if(istype(M) && M.blood_volume >= 5) charges++ M.blood_volume -= 5 if(charges == 1) recharge_newshot() return 1 /obj/item/ammo_casing/magic/bloodchill projectile_type = /obj/item/projectile/magic/bloodchill /obj/item/projectile/magic/bloodchill name = "blood ball" icon_state = "pulse0_bl" damage = 0 damage_type = OXY nodamage = 1 hitsound = 'sound/effects/splat.ogg' /obj/item/projectile/magic/bloodchill/on_hit(mob/living/target) . = ..() if(isliving(target)) target.apply_status_effect(/datum/status_effect/bloodchill)