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/*This can be used to add additional effects on interactions between mobs depending on how the mobs are facing each other, such as adding a crit damage to blows to the back of a guy's head.
@@ -207,7 +204,7 @@ As we want this effect to be on demand, we probably want this to be an usable mo
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- Usable: You can use these for a one time effect.
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- Active: You can only have one selected at a time. It gives you a special click effect.
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-
As we have an usable module, we want to set a cooldown time. All modules are also incompatible with themselves, have a specific power cost and complexity varying on how powerful they are, so let's update our definition, and also add a new variable for how much brain damage we'll heal.
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As we have an usable module, we want to set a cooldown time. All modules are also incompatible with themselves, have a specific power cost and complexity varying on how powerful they are, and are equippable to certain slots, so let's update our definition, and also add a new variable for how much brain damage we'll heal.
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```dm
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/obj/item/mod/module/neuron_healer
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Now, we want to override the on_use proc for our new effect. We want to make sure the use checks passed from parent. You can read about most procs and variables by reading [this](modules/_module.dm)
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Now, we want to override the on_use proc for our new effect. You can read about most procs and variables by reading [this](modules/_module.dm)
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```dm
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/obj/item/mod/module/neuron_healer/on_use()
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. = ..()
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if(!.)
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return
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```
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After this, we want to put our special code, a basic effect of healing all mobs nearby for their brain damage and creating a beam to them.
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```dm
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/obj/item/mod/module/neuron_healer/on_use()
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. = ..()
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if(!.)
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return
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for(var/mob/living/carbon/carbon_mob in range(5, src))
We now have a basic module, we can add it to the techwebs to make it printable ingame, and we can add an inbuilt, advanced version of it for our psychological suit. We'll give it more healing power, no complexity and make it unremovable.
@@ -268,51 +260,50 @@ Now we want to add it to the psychological theme, which is very simple, finishin
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for operating at lower power levels, keeping people sane. As consequence, the capacity \
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of the suit has decreased, not being able to fit many modules at all."
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default_skin = "psychological"
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 10, ACID = 75, WOUND = 5)
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