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arrow.dm
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/obj/item/ammo_casing/reusable/arrow
name = "arrow"
desc = "An arrow, typically fired from a bow."
projectile_type = /obj/projectile/bullet/reusable/arrow
caliber = CALIBER_ARROW
icon_state = "arrow"
item_state = "arrow"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
base_rotation = 45
force = 5
throwforce = 5 //If, if you want to throw the arrow since you don't have a bow?
throw_speed = 3
sharpness = SHARP_POINTY
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0)
// Arrow
/// List of all attached parts to move to the projectile when fired
var/list/attached_parts
/// Attached explosive
var/obj/item/grenade/explosive
/// Attached bola
var/obj/item/restraints/legcuffs/bola/bola
/// Attached syringe
var/obj/item/reagent_containers/syringe/syringe
/// If the arrow is on fire
var/flaming = FALSE
/obj/item/ammo_casing/reusable/arrow/Initialize(mapload)
RegisterSignal(src, COMSIG_ITEM_EMBEDDED, PROC_REF(on_embed))
RegisterSignal(src, COMSIG_ITEM_EMBED_TICK, PROC_REF(embed_tick))
var/list/new_parts
if(ispath(explosive))
LAZYADD(new_parts, new explosive())
if(ispath(bola))
LAZYADD(new_parts, new bola())
if(ispath(syringe))
LAZYADD(new_parts, new syringe())
..()
if(LAZYLEN(new_parts))
CheckParts(new_parts)
/obj/item/ammo_casing/reusable/arrow/update_overlays()
..()
if(istype(explosive))
. += mutable_appearance(icon, "arrow_explosive[explosive.active ? "_active" : ""]")
if(istype(bola))
. += mutable_appearance(icon, "arrow_bola")
if(istype(syringe))
. += mutable_appearance(icon, "arrow_syringe")
if(syringe.reagents && syringe.reagents.total_volume)
var/image/filling_overlay = mutable_appearance(icon, "arrow_syringe[clamp(round((syringe.reagents.total_volume / syringe.volume * 15),5), 1, 15)]")
filling_overlay.color = mix_color_from_reagents(syringe.reagents.reagent_list)
. += filling_overlay
if(flaming)
. += mutable_appearance(icon, "arrow_fire")
/obj/item/ammo_casing/reusable/arrow/examine(mob/user)
. = ..()
if(explosive)
. += "It has [explosive.active ? "an armed " : ""][explosive] attached."
if(bola)
. += "It has [bola] attached."
if(syringe)
. += "It has [syringe] attached."
if(LAZYLEN(attached_parts))
. += "The added parts can be removed with a wirecutter."
if(flaming)
. += "It is on fire."
/obj/item/ammo_casing/reusable/arrow/attack_self(mob/user)
if(istype(explosive))
explosive.attack_self(user)
add_fingerprint(user)
if(iscarbon(user))
var/mob/living/carbon/C = user
C.throw_mode_off()
update_appearance(UPDATE_ICON)
return ..()
/obj/item/ammo_casing/reusable/arrow/wirecutter_act(mob/living/user, obj/item/I)
var/obj/projectile/bullet/reusable/arrow/arrow = BB
if(!istype(arrow))
return
if(!LAZYLEN(attached_parts))
to_chat(user, span_warning("There is nothing to remove!"))
return
if(explosive)
explosive = null
if(bola)
bola = null
for(var/obj/item/part in attached_parts)
if(!part.forceMove(part.drop_location()))
qdel(part)
attached_parts = null
to_chat(user, span_notice("You remove the attached parts."))
/obj/item/ammo_casing/reusable/arrow/CheckParts(list/parts_list)
var/obj/item/ammo_casing/reusable/arrow/A = locate(/obj/item/ammo_casing/reusable/arrow) in parts_list
if(A)
LAZYREMOVE(parts_list, A)
if(flaming)
add_flame()
A.CheckParts(parts_list)
qdel(src)
for(var/obj/item/grenade/G in parts_list)
if(G)
if(istype(explosive))
G.forceMove(G.drop_location())
else
add_explosive(G)
for(var/obj/item/restraints/legcuffs/bola/B in parts_list)
if(B)
if(istype(bola))
B.forceMove(B.drop_location())
else
add_bola(B)
for(var/obj/item/reagent_containers/syringe/S in parts_list)
if(S)
if(istype(syringe))
S.forceMove(S.drop_location())
else
add_syringe(S)
for(var/obj/item/restraints/handcuffs/cable/C in parts_list)
LAZYADD(attached_parts, C)
..()
/obj/item/ammo_casing/reusable/arrow/proc/add_explosive(obj/item/grenade/new_explosive)
if(istype(new_explosive))
explosive = new_explosive
LAZYADD(attached_parts, new_explosive)
update_appearance(UPDATE_ICON)
/obj/item/ammo_casing/reusable/arrow/proc/add_bola(obj/item/restraints/legcuffs/bola/new_bola)
if(istype(new_bola))
bola = new_bola
LAZYADD(attached_parts, new_bola)
update_appearance(UPDATE_ICON)
/obj/item/ammo_casing/reusable/arrow/proc/add_syringe(obj/item/reagent_containers/syringe/new_syringe)
if(istype(new_syringe))
syringe = new_syringe
LAZYADD(attached_parts, new_syringe)
update_appearance(UPDATE_ICON)
/obj/item/ammo_casing/reusable/arrow/proc/add_flame()
flaming = TRUE
update_appearance(UPDATE_ICON)
/obj/item/ammo_casing/reusable/arrow/proc/on_embed(target, mob/living/carbon/embedde)
if(syringe)
syringe.embed_inject(target, embedde)
/obj/item/ammo_casing/reusable/arrow/proc/embed_tick(target, mob/living/carbon/embedde)
if(syringe)
syringe.embed_inject(target, embedde)
// Arrow Subtypes //
/obj/item/ammo_casing/reusable/arrow/wood
name = "wooden arrow"
desc = "A wooden arrow, quickly made."
projectile_type = /obj/projectile/bullet/reusable/arrow/wood
/obj/item/ammo_casing/reusable/arrow/ash
name = "ashen arrow"
desc = "A wooden arrow tempered by fire. It's tougher, but less likely to embed."
icon_state = "ashenarrow"
item_state = "ashenarrow"
force = 7
throwforce = 7
embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
projectile_type = /obj/projectile/bullet/reusable/arrow/ash
/obj/item/ammo_casing/reusable/arrow/bone_tipped
name = "bone-tipped arrow"
desc = "An arrow made from bone, wood, and sinew. Sturdy and sharp."
icon_state = "bonetippedarrow"
item_state = "bonetippedarrow"
force = 9
throwforce = 9
projectile_type = /obj/projectile/bullet/reusable/arrow/bone_tipped
/obj/item/ammo_casing/reusable/arrow/bone
name = "bone arrow"
desc = "An arrow made from bone and sinew. Better at hunting fauna."
icon_state = "bonearrow"
item_state = "bonearrow"
force = 4
throwforce = 4
embedding = list("embed_chance" = 20, "embedded_fall_chance" = 0)
projectile_type = /obj/projectile/bullet/reusable/arrow/bone
/obj/item/ammo_casing/reusable/arrow/chitin
name = "chitin-tipped arrow"
desc = "An arrow made from chitin, bone, and sinew. Incredibly potent at puncturing armor and hunting fauna."
icon_state = "chitinarrow"
item_state = "chitinarrow"
armour_penetration = 25 //Ah yes the 25 AP on a 5 force hit
projectile_type = /obj/projectile/bullet/reusable/arrow/chitin
/obj/item/ammo_casing/reusable/arrow/bamboo
name = "bamboo arrow"
desc = "An arrow made from bamboo. Incredibly fragile and weak, but prone to shattering in unarmored targets."
icon_state = "bambooarrow"
item_state = "bambooarrow"
force = 3
throwforce = 3
armour_penetration = -10
embedding = list("embed_chance" = 35, "embedded_fall_chance" = 0)
variance = 10
projectile_type = /obj/projectile/bullet/reusable/arrow/bamboo
/obj/item/ammo_casing/reusable/arrow/bronze
name = "bronze arrow"
desc = "An arrow tipped with bronze. Better against armor than iron."
icon_state = "bronzearrow"
item_state = "bronzearrow"
armour_penetration = 10
projectile_type = /obj/projectile/bullet/reusable/arrow/bronze
/obj/item/ammo_casing/reusable/arrow/glass
name = "glass arrow"
desc = "A shoddy arrow with a broken glass shard as its tip. Can break upon impact."
icon_state = "glassarrow"
item_state = "glassarrow"
force = 4
throwforce = 4
embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
variance = 5
projectile_type = /obj/projectile/bullet/reusable/arrow/glass
/obj/item/ammo_casing/reusable/arrow/glass/plasma
name = "plasmaglass arrow"
desc = "An arrow with a plasmaglass shard affixed to its head. Incredibly capable of puncturing armor."
icon_state = "plasmaglassarrow"
item_state = "plasmaglassarrow"
armour_penetration = 40 //Ah yes the 40 AP on a 4 force hit
embedding = list("embed_chance" = 25, "embedded_fall_chance" = 0)
variance = 5
projectile_type = /obj/projectile/bullet/reusable/arrow/glass/plasma
/obj/item/ammo_casing/reusable/arrow/magic
name = "magic arrow"
desc = "An arrow made of magic that can track targets, though it can't track those under the effects of anti-magic. Can make a good throwing weapon in a pinch!"
icon_state = "arrow_magic"
item_state = "arrow_magic"
projectile_type = /obj/projectile/bullet/reusable/arrow/magic
force = 12
throwforce = 20
embedding = list("embed_chance" = 50, "embedded_fall_chance" = 0)
/// Causes the arrow to become weaker, as I was told to prevent it from being used against wizards
var/dulled = FALSE
/obj/item/ammo_casing/reusable/arrow/magic/examine(mob/user)
. = ..()
if(dulled)
. += "It appears to be dulled, and the tracking magic has left it."
/obj/item/ammo_casing/reusable/arrow/magic/ready_proj(atom/target, mob/living/user, quiet, zone_override = "", atom/fired_from)
. = ..()
if(!.)
return
if(dulled)
BB.damage = 20
BB.armour_penetration = -25
var/obj/projectile/bullet/reusable/arrow/arrow = BB
if(!istype(arrow))
arrow.embed_chance = 0
else
BB.set_homing_target(target)
var/mob/M = target
if(istype(M) && M.can_block_magic(charge_cost = 0))
BB.homing_away = TRUE // And there it goes!
/obj/item/ammo_casing/reusable/arrow/magic/on_land(obj/projectile/old_projectile)
dulled = TRUE
force = 3
throwforce = 0
sharpness = SHARP_NONE // It IS dull after all
. = ..()
// Toy //
/obj/item/ammo_casing/reusable/arrow/toy
name = "toy arrow"
desc = "A plastic arrow with a blunt tip covered in velcro to allow it to stick to whoever it hits."
projectile_type = /obj/projectile/bullet/reusable/arrow/toy
force = 0
throwforce = 0
sharpness = SHARP_NONE
embedding = list(100, 0, 0, 0, 0, 0, 0, 0.5, TRUE)
taped = TRUE
/obj/item/ammo_casing/reusable/arrow/toy/energy
name = "toy energy bolt"
desc = "A deceiving arrow that looks to be lethal, but is a velcro-tipped toy. For use with toy bows."
icon_state = "arrow_energy"
item_state = "arrow_toy_energy"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/energy
/obj/item/ammo_casing/reusable/arrow/toy/disabler
name = "toy disabler bolt"
desc = "A toy arrow that looks like a disabler bolt fabricated from a hardlight bow. Tipped with velcro to allow it to stick to targets."
icon_state = "arrow_disable"
item_state = "arrow_toy_disable"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/disabler
/obj/item/ammo_casing/reusable/arrow/toy/pulse
name = "toy pulse bolt"
desc = "A plastic, fake arrow that looks like a pulse bolt. A velcro head lets it stick to targets."
icon_state = "arrow_pulse"
item_state = "arrow_toy_pulse"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/pulse
/obj/item/ammo_casing/reusable/arrow/toy/xray
name = "toy X-ray bolt"
desc = "A plastic arrow with a blunt tip covered in velcro to allow it to stick to whoever it hits. This one is made to resemble a X-ray bolt from a hardlight bow."
icon_state = "arrow_xray"
item_state = "arrow_toy_xray"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/xray
/obj/item/ammo_casing/reusable/arrow/toy/shock
name = "toy shock bolt"
desc = "A plastic arrow with a blunt tip covered in velcro to allow it to stick to whoever it hits. This one is made to resemble a shock bolt from a hardlight bow."
icon_state = "arrow_shock"
item_state = "arrow_toy_shock"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/shock
/obj/item/ammo_casing/reusable/arrow/toy/magic
name = "toy magic arrow"
desc = "A plastic arrow with a blunt tip covered in velcro to allow it to stick to whoever it hits. This one is made to resemble a magic arrow used by wizards."
icon_state = "arrow_magic"
item_state = "arrow_magic"
projectile_type = /obj/projectile/bullet/reusable/arrow/toy/magic
// Utility //
/obj/item/ammo_casing/reusable/arrow/bola
bola = /obj/item/restraints/legcuffs/bola
/obj/item/ammo_casing/reusable/arrow/explosive
explosive = /obj/item/grenade/iedcasing
/obj/item/ammo_casing/reusable/arrow/syringe
syringe = /obj/item/reagent_containers/syringe/lethal/choral
/obj/item/ammo_casing/reusable/arrow/flaming/Initialize(mapload)
..()
add_flame()
// Joke? //
/obj/item/ammo_casing/reusable/arrow/supermatter
name = "supermatter-tipped arrow"
desc = "An arrow made of a hypernoblium-tipped rod, a shard of supermatter, and poor decision making."
icon_state = "supermatterarrow"
item_state = "supermatterarrow"
projectile_type = /obj/projectile/bullet/reusable/arrow/supermatter
/obj/item/ammo_casing/reusable/arrow/supermatter/proc/disintigrate(atom/dusting)
if(isliving(dusting))
var/mob/living/ded = dusting
if(ded.status_flags & GODMODE)
return FALSE
dusting.visible_message(span_danger("As [ded] is impacted by [src], [ded.p_their()] body starts to glow and bursts into flames before flashing into dust!"),\
span_userdanger("You are hit by [src], and start to glow. Uh oh."),\
span_italics("Everything suddenly goes silent."))
radiation_pulse(src, 500, 2)
ded.dust()
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
return TRUE
else if(isobj(dusting))
dusting.visible_message(span_danger("As [dusting] is impacted by [src], [dusting.p_they()] burned into your eyes before disapearing into nothing!"))
radiation_pulse(src, 100, 2)
qdel(dusting)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
return TRUE
else if(isturf(dusting))
var/turf/T = dusting
var/oldtype = T.type
var/oldname = T.name
var/turf/newT = T.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
if(newT.type == oldtype)
return FALSE
dusting.visible_message(span_danger("As [oldname] is impacted by [src], its image is burned into your eyes before disapearing into nothing!"))
radiation_pulse(src, 50, 2)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, 1)
return TRUE
/obj/item/ammo_casing/reusable/arrow/supermatter/sliver
name = "supermatter sliver arrow"
desc = "An arrow made of a hypernoblium tipped rod, a sliver of supermatter, and poor decision making. It looks like it will only survive one hit."
/obj/item/ammo_casing/reusable/arrow/supermatter/sliver/disintigrate(atom/dusting)
. = ..()
if(.)
qdel(src)
/obj/item/ammo_casing/reusable/arrow/singulo
name = "singularity shard arrow"
desc = "An arrow with a shard of a singularity at the end. It radiates a small amout of radiation and slightly pulls you towards it."
icon_state = "singuloarrow"
item_state = "singuloarrow"
force = 4
throwforce = 4
embedding = list("embed_chance" = 15, "embedded_fall_chance" = 0)
variance = 5
projectile_type = /obj/projectile/bullet/reusable/arrow/singulo
/// The shard currently in the arrow
var/obj/item/singularity_shard/shard
/obj/item/ammo_casing/reusable/arrow/singulo/Initialize(mapload)
..()
// If the shard is a path, make a new one of that type and put it in the shard slot
if(ispath(shard))
CheckParts(list(new shard()))
/obj/item/ammo_casing/reusable/arrow/singulo/CheckParts(list/parts_list)
var/obj/item/singularity_shard/new_shard = locate(/obj/item/singularity_shard) in parts_list
if(!new_shard)
if(!shard) // No shard, no point in having the arrow
qdel(src)
return ..()
if(istype(shard))
// If we already have a shard, drop the new one and keep the old one
new_shard.forceMove(new_shard.drop_location())
else
// Otherwise, move it to the arrow and make it the new shard
new_shard.forceMove(src)
shard = new_shard
update_appearance(UPDATE_ICON)
..()
/obj/item/ammo_casing/reusable/arrow/singulo/update_overlays()
. = ..()
if(istype(shard))
. += mutable_appearance(icon, "[icon_state]_[shard.icon_state]")
/// Handles the special effect of the singulo arrow, called by the projectile on hit
/obj/item/ammo_casing/reusable/arrow/singulo/proc/shard_effect()
// If the is no shard, may as well just delete this as it shouldn't exist anyways
if(!shard)
qdel(src)
return
/// Chance for the arrow to break on impact, if the shard is all powerful (stage 6), it will create a singularity when it breaks
var/break_chance = 0
/// The ammount of rads released on impact
var/rads_released = 0
switch(shard.type)
if(/obj/item/singularity_shard/stage1)
break_chance = 0.1
rads_released = 100
if(/obj/item/singularity_shard/stage2)
break_chance = 0.5
rads_released = 200
empulse(src, 1)
if(/obj/item/singularity_shard/stage3)
break_chance = 1.5
rads_released = 500
empulse(src, 3)
if(/obj/item/singularity_shard/stage4)
break_chance = 5
rads_released = 1000
empulse(src, 5)
if(/obj/item/singularity_shard/stage5)
break_chance = 10
rads_released = 2000
empulse(src, 7)
if(/obj/item/singularity_shard/stage6)
break_chance = 100
rads_released = 3000
empulse(src, 15) // Its going to break open into a singulo anyways, may as well add some fireworks
// Handles releasing rads
if(rads_released)
radiation_pulse(src, rads_released, RAD_DISTANCE_COEFFICIENT * 0.5)
// Handles the shard breaking
if(prob(break_chance))
playsound(src, "shatter", 70, 1)
if(shard.all_powerful) // If it is all powerful, create a new singulo
new /obj/singularity(get_turf(src), 100)
visible_message(span_danger("\The [shard] shatters on impact, releasing a singularity!"))
else
visible_message(span_danger("\The [shard] shatters on impact!"))
// A version of the singulo arrow that comes with a tier 6 shard in it
/obj/item/ammo_casing/reusable/arrow/singulo/shard6
shard = /obj/item/singularity_shard/stage6
// Hardlight //
/obj/item/ammo_casing/reusable/arrow/energy
name = "energy bolt"
desc = "An arrow made from hardlight. This one burns the victim."
icon_state = "arrow_energy"
item_flags = DROPDEL
embedding = list("embedded_pain_chance" = 0, "embedded_pain_multiplier" = 0, "embedded_unsafe_removal_pain_multiplier" = 0, "embedded_fall_chance" = 0, "embedded_bleed_rate" = 0)
projectile_type = /obj/projectile/energy/arrow
// Embed tick damage vars //
/// How many embed ticks have passed
var/ticks = 0
/// The max number of embed ticks can be done before the arrow is deleted
var/tick_max = 10
/// How much damage is done per embed tick
var/tick_damage = 1
/// The damage type of the embed tick damage
var/tick_damage_type = FIRE
/// The sound that plays per embed tick
var/tick_sound = 'sound/effects/sparks4.ogg'
/obj/item/ammo_casing/reusable/arrow/energy/Initialize(mapload)
RegisterSignal(src, COMSIG_ITEM_EMBED_REMOVAL, PROC_REF(on_embed_removal))
..()
/obj/item/ammo_casing/reusable/arrow/energy/proc/on_embed_removal(mob/living/carbon/human/embedde)
return COMSIG_ITEM_QDEL_EMBED_REMOVAL
/obj/item/ammo_casing/reusable/arrow/energy/on_embed(mob/living/carbon/embedde)
return
/obj/item/ammo_casing/reusable/arrow/energy/embed_tick(target, mob/living/carbon/human/embedde, obj/item/bodypart/part)
if(ticks >= tick_max)
embedde.remove_embedded_object(src, null, TRUE, TRUE)
return
ticks++
playsound(embedde, tick_sound , 10, 0)
embedde.apply_damage(tick_damage, tick_damage_type, part.body_zone)
/obj/item/ammo_casing/reusable/arrow/energy/disabler
name = "disabler bolt"
desc = "An arrow made from hardlight. This one stuns the victim in a non-lethal way."
icon_state = "arrow_disable"
projectile_type = /obj/projectile/energy/arrow/disabler
harmful = FALSE
tick_damage_type = STAMINA
/obj/item/ammo_casing/reusable/arrow/energy/pulse
name = "pulse bolt"
desc = "An arrow made from hardlight. This one eliminates any obstructions it hits."
icon_state = "arrow_pulse"
projectile_type = /obj/projectile/energy/arrow/pulse
tick_damage = 5
/obj/item/ammo_casing/reusable/arrow/energy/xray
name = "X-ray bolt"
desc = "An arrow made from hardlight. This one can pass through obstructions."
icon_state = "arrow_xray"
projectile_type = /obj/projectile/energy/arrow/xray
tick_damage_type = TOX
/obj/item/ammo_casing/reusable/arrow/energy/xray/embed_tick(target, mob/living/carbon/human/embedde, obj/item/bodypart/part)
tick_damage = HAS_TRAIT(embedde, TRAIT_RADIMMUNE) ? 0 : initial(tick_damage)
return ..()
/obj/item/ammo_casing/reusable/arrow/energy/shock
name = "shock bolt"
desc = "An arrow made from hardlight. This one shocks the victim with harmless energy capable of stunning them."
icon_state = "arrow_shock"
projectile_type = /obj/projectile/energy/arrow/shock
harmful = FALSE
tick_damage_type = STAMINA
/obj/item/ammo_casing/reusable/arrow/energy/clockbolt
name = "redlight bolt"
desc = "An arrow made from a strange energy."
projectile_type = /obj/projectile/energy/arrow/clockbolt