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