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Adds a couple of lore themed mercenary gear loadout (#6644)
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/ Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
This commit is contained in:
@@ -99,3 +99,76 @@
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/obj/item/rig_module/cooling_unit,
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/obj/item/rig_module/fabricator/energy_net
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)
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/obj/item/weapon/rig/gunslinger
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name = "gunslinger hardsuit control module"
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desc = "A favorite of Frontier rangers, the Gunslinger suit is a sturdy hardsuit meant to provide the user absolute situational awareness."
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icon_state = "gunslinger"
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suit_type = "gunslinger hardsuit"
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armor = list(melee = 50, bullet = 60, laser = 40, energy = 30, bomb = 30, bio = 100, rad = 60)
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offline_slowdown = 2
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offline_vision_restriction = TINT_HEAVY
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL | MODULE_MEDICAL | MODULE_UTILITY | MODULE_VAURCA
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species_restricted = list("Human")
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/obj/item/weapon/rig/gunslinger/equipped
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req_access = list(access_syndicate)
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initial_modules = list(
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/obj/item/rig_module/vision/thermal,
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/obj/item/rig_module/maneuvering_jets,
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/obj/item/rig_module/mounted/taser
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)
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/obj/item/weapon/rig/strike
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name = "strike hardsuit control module"
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desc = "An expensive hardsuit utilized by Eridani security contractors to field heavy weapons and coordinate non-lethal takedowns directly. Usually seen spearheading police raids."
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icon_state = "strikesuit"
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suit_type = "strike hardsuit"
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armor = list(melee = 80, bullet = 45, laser = 45, energy = 25, bomb = 25, bio = 100, rad = 100)
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offline_slowdown = 2
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offline_vision_restriction = TINT_HEAVY
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL | MODULE_MEDICAL | MODULE_UTILITY | MODULE_VAURCA
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species_restricted = list("Human")
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/obj/item/weapon/rig/strike/equipped
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req_access = list(access_syndicate)
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initial_modules = list(
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/obj/item/rig_module/fabricator/energy_net,
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/obj/item/rig_module/power_sink,
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/obj/item/rig_module/mounted/taser
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)
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/obj/item/weapon/rig/elyran
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name = "elyran battlesuit control module"
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desc = "An advanced Elyran hardsuit specialized in scorched earth tactics."
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icon_state = "elyran_rig"
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suit_type = "elyran battlesuit"
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armor = list(melee = 60, bullet = 40, laser = 60, energy = 60, bomb = 25, bio = 100, rad = 100)
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offline_slowdown = 2
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offline_vision_restriction = TINT_HEAVY
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL | MODULE_MEDICAL | MODULE_UTILITY | MODULE_VAURCA
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species_restricted = list("Human")
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE + 10000
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/obj/item/weapon/rig/elyran/equipped
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req_access = list(access_syndicate)
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initial_modules = list(
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/obj/item/rig_module/ai_container,
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/obj/item/rig_module/actuators/combat
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)
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@@ -3,7 +3,7 @@
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desc = "A sleek black space helmet designed for combat. Looks to be uniform with Sol Alliance colors."
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icon_state = "sol_helmet"
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item_state = "sol_helmet"
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armor = list(melee = 70, bullet = 55, laser = 45, energy = 15, bomb = 40, bio = 100, rad = 60)
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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@@ -22,3 +22,76 @@
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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refittable = FALSE
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/obj/item/clothing/head/helmet/space/void/frontier
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name = "frontier vulture voidsuit helmet"
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desc = "A helmet resembling an avian, built for the Human head. Heavy and plated with plasteel across its faces."
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icon_state = "vulture"
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item_state = "vulture"
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armor = list(melee = 80, bullet = 70, laser = 20, energy = 5, bomb = 5, bio = 100, rad = 30)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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brightness_on = 6
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refittable = FALSE
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/obj/item/clothing/suit/space/void/frontier
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name = "frontier vulture voidsuit"
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desc = "An iconic Frontier Alliance standard-issue voidsuit, designed after the Interstellar War and seen in use to this day."
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icon_state = "vulture"
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item_state = "vulture"
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slowdown = 3
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armor = list(melee = 80, bullet = 70, laser = 20, energy = 5, bomb = 5, bio = 100, rad = 30)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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refittable = FALSE
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/obj/item/clothing/head/helmet/space/void/cruiser
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name = "cruiser voidsuit helmet"
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desc = "A silvery chrome, single visor space helmet with built-in peripherals and very bright fore lighting. A favorite of bounty hunters."
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icon_state = "eridani_suit"
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item_state = "eridani_suit"
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armor = list(melee = 50, bullet = 50, laser = 40, energy = 50, bomb = 50, bio = 100, rad = 30)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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w_class = 3
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brightness_on = 6
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refittable = FALSE
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/obj/item/clothing/suit/space/void/cruiser
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name = "cruiser voidsuit"
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desc = "A silvery chrome voidsuit with neon highlights. Utilized by Eridani private military and police."
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icon_state = "eridani_suit"
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item_state = "eridani_suit"
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armor = list(melee = 50, bullet = 50, laser = 40, energy = 40, bomb = 50, bio = 100, rad = 30)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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refittable = FALSE
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/obj/item/clothing/head/helmet/space/void/valkyrie
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name = "valkyrie voidsuit helmet"
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desc = "A slot-eyed space helmet, sleek and designed for military purposes. Colored in Elyran military camouflage."
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icon_state = "valkyrie"
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item_state = "valkyrie"
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armor = list(melee = 60, bullet = 30, laser = 50, energy = 40, bomb = 60, bio = 100, rad = 100)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE + 10000
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brightness_on = 6
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refittable = FALSE
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/obj/item/clothing/suit/space/void/valkyrie
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name = "valkyrie voidsuit"
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desc = "A pricey specialist voidsuit designed for atmospheric long jumping and combat. Colored in Elyran military camouflage."
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icon_state = "valkyrie"
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item_state = "valkyrie"
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armor = list(melee = 60, bullet = 30, laser = 50, energy = 40, bomb = 60, bio = 100, rad = 100)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
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siemens_coefficient = 0.3
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species_restricted = list("Human")
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refittable = FALSE
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max_heat_protection_temperature = FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE + 10000
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@@ -426,3 +426,19 @@
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name = "ion slug box"
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icon_state = "empslugbox"
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ammo_type = /obj/item/ammo_casing/gauss/emp
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/obj/item/ammo_magazine/plasma
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name = "heavy duty plasma cell"
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icon_state = "heavy_plasma_cell"
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mag_type = MAGAZINE
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caliber = "plasma slug"
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ammo_type = /obj/item/ammo_casing/plasma_slug
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max_ammo = 10
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/obj/item/ammo_magazine/plasma/light
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name = "small plasma cell"
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icon_state = "light_plasma_cell"
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caliber = "plasma bolt"
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ammo_type = /obj/item/ammo_casing/plasma_bolt
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max_ammo = 30
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@@ -273,4 +273,18 @@
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name = "ion slug"
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desc = "A heavy ion gauss slug."
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icon_state = "empslug"
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projectile_type = /obj/item/projectile/ion/gauss
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projectile_type = /obj/item/projectile/ion/gauss
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/obj/item/ammo_casing/plasma_slug
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name = "plasma slug"
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desc = "A plasma slug."
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icon_state = "plasmaslug"
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caliber = "plasma slug"
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projectile_type = /obj/item/projectile/plasma
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/obj/item/ammo_casing/plasma_bolt
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name = "plasma bolt"
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desc = "A plasma bolt."
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icon_state = "plasmabolt"
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caliber = "plasma bolt"
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projectile_type = /obj/item/projectile/plasma/light
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36
code/modules/projectiles/guns/projectile/plasma.dm
Normal file
36
code/modules/projectiles/guns/projectile/plasma.dm
Normal file
@@ -0,0 +1,36 @@
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/obj/item/weapon/gun/projectile/plasma
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name = "plasma shotgun"
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desc = "A marvel of Elyran weapons technology which utilizes superheated plasma to pierce thick armor with gruesome results."
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icon_state = "slammer"
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item_state = "slammer"
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w_class = 3
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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ammo_type = /obj/item/ammo_casing/plasma_slug
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magazine_type = /obj/item/ammo_magazine/plasma
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allowed_magazines = list(/obj/item/ammo_magazine/plasma)
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caliber = "plasma slug"
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fire_sound = 'sound/weapons/gunshot/slammer.ogg'
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load_method = MAGAZINE
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handle_casings = DELETE_CASINGS
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fire_delay = 8
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/obj/item/weapon/gun/projectile/plasma/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "[initial(icon_state)]"
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else
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icon_state = "[initial(icon_state)]-empty"
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/obj/item/weapon/gun/projectile/plasma/bolter
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name = "plasma bolter"
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desc = "A miniaturized, less efficient version of the infamous plasma slammer. Sacrifices much of its power for a more compact frame."
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icon_state = "bolter"
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item_state = "bolter"
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w_class = 2
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ammo_type = /obj/item/ammo_casing/plasma_bolt
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magazine_type = /obj/item/ammo_magazine/plasma/light
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allowed_magazines = list(/obj/item/ammo_magazine/plasma/light)
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caliber = "plasma bolt"
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fire_sound = 'sound/weapons/gunshot/bolter.ogg'
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fire_delay = 6
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@@ -274,3 +274,19 @@
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/obj/item/projectile/magic/teleport/proc/blink_mob(mob/living/L)
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do_teleport(L, get_turf(L), blink_range, asoundin = 'sound/effects/phasein.ogg')
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/obj/item/projectile/plasma
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name = "plasma slug"
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icon_state = "plasma_bolt"
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damage = 25
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damage_type = BRUTE
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check_armour = "energy"
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incinerate = 10
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armor_penetration = 20
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penetrating = 1
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/obj/item/projectile/plasma/light
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name = "plasma bolt"
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damage = 10
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armor_penetration = 10
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incinerate = 5
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