mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-11 07:58:57 +01:00
987a08bf87
Added an on_hit signal, instead of using the target in post_fire. This fixes cheesing upgrades by standing behind a wall and shooting at a target you will never hit. Moved improvement cap from a define, onto the base object. This fixes some components continuing to eat improvement potential, even when they are fully upgraded. Fixes Ions dealing damage in addition to EMPing their target. Also reduced the max number of shots when an Ion emitter is fitted.
526 lines
20 KiB
Plaintext
526 lines
20 KiB
Plaintext
//Assemblies
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/obj/item/laser_assembly/medium
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name = "laser assembly (medium)"
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desc = "A medium carbine-sized assembly."
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base_icon_state = "medium"
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w_class = WEIGHT_CLASS_SMALL
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size = CHASSIS_MEDIUM
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modifier_cap = 4
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/obj/item/laser_assembly/large
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name = "laser assembly (large)"
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desc = "A large rifle-sized assembly."
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base_icon_state = "large"
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w_class = WEIGHT_CLASS_NORMAL
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size = CHASSIS_LARGE
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modifier_cap = 5
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/obj/item/laser_assembly/admin
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name = "laser assembly (obscene)"
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desc = "An obscene laser assembly."
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base_icon_state = "large"
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w_class = WEIGHT_CLASS_BULKY
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size = CHASSIS_LARGE
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modifier_cap = 25
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//Capacitors
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/obj/item/laser_components/capacitor/potato
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name = "starch capacitor"
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desc = "A powercell composed of a primarily starch-based conductor."
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icon_state = "starch_capacitor"
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reliability = 30
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shots = 1
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damage = 5
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/obj/item/laser_components/capacitor/reinforced
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name = "reinforced capacitor"
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desc = "A reinforced laser weapon capacitor."
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icon_state = "reinforced_capacitor"
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reliability = 100
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malus_multiplier = 0.9
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/obj/item/laser_components/capacitor/highcap
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name = "high-capacity capacitor"
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desc = "A capacitor with increased charge capacity, at the cost of peak output"
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icon_state = "reinforced_capacitor"
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reliability = 45
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shots = 15
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damage = 8
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/obj/item/laser_components/capacitor/highpower
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name = "overclocked capacitor"
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desc = "A capacitor withhigher output, at the cost of total charge."
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icon_state = "reinforced_capacitor"
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damage = 20
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shots = 4
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reliability = 45
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/obj/item/laser_components/capacitor/nuclear
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name = "uranium-enriched capacitor"
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desc = "A capacitor built from uranium enriched materials."
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icon_state = "uranium_capacitor"
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damage = 20
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shots = 10
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reliability = 60
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/obj/item/laser_components/capacitor/reinforced/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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..()
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/obj/item/laser_components/capacitor/reinforced/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] powering \the [prototype] mostly contains the sparks as it overloads!"), range = 3)
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..()
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/obj/item/laser_components/capacitor/reinforced/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] powering \the [prototype] goes critical but contains the worst of the sparks!"), range = 4)
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..()
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/obj/item/laser_components/capacitor/nuclear/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_WARNING("\The [src] powering \the [prototype] sparks and briefly glows a sickly yellow."), range = 4)
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(0, T))
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to_chat(M, SPAN_WARNING("You feel a warm sensation."))
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M.apply_damage(rand(50,100)*max(prototype.criticality, 1), DAMAGE_RADIATION)
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..()
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/obj/item/laser_components/capacitor/nuclear/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] in \the [prototype] glows ominously as it overloads!"), range = 6)
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(round(max(prototype.criticality, 1)),T))
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to_chat(M, SPAN_WARNING("You feel a warm sensation."))
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M.apply_damage(rand(100,200)*max(prototype.criticality, 1), DAMAGE_RADIATION)
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..()
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/obj/item/laser_components/capacitor/nuclear/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] in \the [prototype] goes critical and explodes in a burst of radiation!"), range = 6)
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(rand(2,6)*max(prototype.criticality, 1),T))
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to_chat(M, SPAN_WARNING("You feel a wave of heat wash over you."))
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M.apply_damage(300*max(prototype.criticality, 1), DAMAGE_RADIATION)
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SSradiation.radiate(src, 50*max(prototype.criticality, 1))
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new /obj/effect/decal/cleanable/greenglow/radioactive/medium(T)
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..()
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/obj/item/laser_components/capacitor/teranium
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name = "teranium-enriched capacitor"
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desc = "A capacitor built from teranium enriched materials."
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icon_state = "teranium_capacitor"
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damage = 25
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shots = 15
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reliability = 55
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/obj/item/laser_components/capacitor/teranium/small_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_WARNING("\The [src] in \the [prototype] spits angry sparks!"))
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tesla_zap(prototype, 2, 1000*max(prototype.criticality, 1))
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return
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/obj/item/laser_components/capacitor/teranium/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_WARNING("\The [src] in \the [prototype] shoots random arcs of electricity as it overloads!"))
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tesla_zap(prototype, round(max(prototype.criticality, 1)*2,1), 2000*prototype.criticality)
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return
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/obj/item/laser_components/capacitor/teranium/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] in \the [prototype] blasts huge lightning bolts in all directions as it goes critical!"))
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tesla_zap(prototype, round(max(prototype.criticality, 1)*2,1), 4000*prototype.criticality, TRUE)
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..()
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/obj/item/laser_components/capacitor/phoron
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name = "phoron-enriched capacitor"
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desc = "A capacitor built from phoron enriched materials."
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icon_state = "phoron_capacitor"
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damage = 30
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shots = 20
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reliability = 50
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/obj/item/laser_components/capacitor/phoron/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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if (user)
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visible_message(SPAN_WARNING("\The [src] powering \the [prototype] sparks in \the [user]'s hand and briefly glows a sickly yellow."), range = 4)
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user.apply_damage(rand(50,100)*max(prototype.criticality, 1), DAMAGE_RADIATION)
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else
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visible_message(SPAN_WARNING("\The [src] powering \the [prototype] sparks and briefly glows a sickly yellow."), range = 4)
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SSradiation.radiate(src, 10*max(prototype.criticality, 1))
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..()
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/obj/item/laser_components/capacitor/phoron/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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if (user)
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visible_message(SPAN_WARNING("\The [src] powering \the [prototype] hisses in \the [user]'s hand and explosively vents hot phoron!"))
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if (prototype in list(user.l_hand))
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user.apply_damage(25*max(prototype.criticality, 1), DAMAGE_BRUTE, BP_L_HAND, prototype, DAMAGE_FLAG_EXPLODE)
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else if (prototype in list(user.r_hand))
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user.apply_damage(25*max(prototype.criticality, 1), DAMAGE_BRUTE, BP_R_HAND, prototype, DAMAGE_FLAG_EXPLODE)
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else
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visible_message(SPAN_DANGER("\The [src] powering \the [prototype] hisses and explosively vents hot phoron!"))
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explosion(get_turf(prototype), 0, 0, round(max(prototype.criticality, 1)*2,1))
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..()
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/obj/item/laser_components/capacitor/phoron/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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if (user)
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visible_message(SPAN_DANGER("\The [src] powering \the [prototype] goes critical in \the [user]'s hand causing a massive explosion!"))
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if (prototype in list(user.l_hand))
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user.apply_damage(40*max(prototype.criticality, 1), DAMAGE_BRUTE, BP_L_HAND, prototype, DAMAGE_FLAG_EXPLODE)
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else if (prototype in list(user.r_hand))
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user.apply_damage(40*max(prototype.criticality, 1), DAMAGE_BRUTE, BP_R_HAND, prototype, DAMAGE_FLAG_EXPLODE)
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else
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visible_message(SPAN_DANGER("\The [src] powering \the [prototype] goes critical causing a massive explosion!"))
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empulse(get_turf(src), round(max(prototype.criticality, 1),1), round(max(prototype.criticality, 1)*4,1))
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explosion(get_turf(prototype), 0, round(max(prototype.criticality, 1),1), round(max(prototype.criticality, 1)*3,1))
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..()
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/obj/item/laser_components/capacitor/bluespace
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name = "bluespace-enriched capacitor"
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desc = "A capacitor built from bluespace enriched materials."
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icon_state = "bluespace_capacitor"
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damage = 35
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shots = 25
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reliability = 45
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/obj/item/laser_components/capacitor/bluespace/small_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_WARNING("\The [src] in \the [prototype] sparks and everything touching it teleports a short distance!"))
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(round(max(prototype.criticality, 1),1),T))
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do_teleport(M, get_turf(M), rand(1,3)*round(max(prototype.criticality, 1),1), asoundin = 'sound/effects/phasein.ogg')
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..()
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/obj/item/laser_components/capacitor/bluespace/medium_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_WARNING("\The [src] in \the [prototype] flickers then vanishes along with everything around it!"))
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(round(3*max(prototype.criticality, 1),1),T))
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empulse(get_turf(M), 0, round(max(prototype.criticality, 1)*2,1))
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do_teleport(M, get_turf(M), rand(2,6)*round(max(prototype.criticality, 1),1), asoundin = 'sound/effects/phasein.ogg')
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..()
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/obj/item/laser_components/capacitor/bluespace/critical_fail(var/mob/living/user, var/obj/item/gun/energy/laser/prototype/prototype)
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visible_message(SPAN_DANGER("\The [src] in \the [prototype] implodes in a catastrophic spatial anomaly, teleporting everything around it!"))
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var/turf/T = get_turf(src)
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for (var/mob/living/M in range(round(6*max(prototype.criticality, 1),1),T))
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empulse(get_turf(M), 0, round(max(prototype.criticality, 1)*4,1))
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do_teleport(M, get_turf(M), rand(4,12)*round(max(prototype.criticality, 1),1), asoundin = 'sound/effects/phasein.ogg')
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..()
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//Lenses
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/obj/item/laser_components/focusing_lens/shotgun
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name = "splitter lens"
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desc = "A focusing lens that splits the beam into several sub-beams."
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icon_state = "splitter_lens"
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dispersion = list(5, 10, 15, 20, 25, 30, 35, 40)
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burst = 4
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accuracy = -1
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reliability = 35
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/obj/item/laser_components/focusing_lens/sniper
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name = "precise lens"
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desc = "A focusing lens that is made of refined crystal, providing enhanced clarity and precision."
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icon_state = "precise_lens"
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accuracy = 2
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reliability = 30
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dispersion = list(0, 0, 0, 0, 0, 1, 2, 3, 4, 5)
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/obj/item/laser_components/focusing_lens/strong
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name = "reinforced lens"
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desc = "A focusing lens that is reinforced with stronger material."
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icon_state = "reinforced_lens"
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reliability = 60
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//Modifiers
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/obj/item/laser_components/modifier/silencer
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name = "energy suppressor"
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desc = "A sophisticated audio dampener that negates much of the sound produced by an energy weapon."
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mod_type = MOD_SILENCE
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icon_state = "energy_silencer"
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/obj/item/laser_components/modifier/aeg
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name = "miniaturized reactor"
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desc = "An internal nuclear reactor which recharges the energy cell of the weapon. Feels tingly."
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icon_state = "mini_reactor"
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mod_type = MOD_NUCLEAR_CHARGE
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base_malus = 2
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malus = 2
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reliability = -10
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criticality = 1.5
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increasable_stats = list()
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decreaseable_stats = list("base_malus", "criticality")
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/obj/item/laser_components/modifier/surge
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name = "surge protector"
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desc = "A surge protector along the cell minimizes capacitor failure."
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reliability = 0
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base_malus = 0 //when modifiers get damaged they do not break, but make other components break faster
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malus = 0 //subtracted from weapon's overall reliability everytime it's fired
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criticality = 0.5
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icon_state = "surge_protector"
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increasable_stats = list()
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decreaseable_stats = list("criticality")
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/obj/item/laser_components/modifier/repeater
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name = "pulser"
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desc = "A modification to the energy cell that permits rudimentary burst fire."
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base_malus = 0.5 //when modifiers get damaged they do not break, but make other components break faster
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malus = 0.5 //subtracted from weapon's overall reliability everytime it's fired
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burst_delay = 1
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burst = 3
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damage = 1.1
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fire_delay = 3
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accuracy = -1
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icon_state = "pulser"
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increasable_stats = list("shots", "accuracy")
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decreaseable_stats = list("base_malus", "fire_delay", "burst_delay", "fire_delay")
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/obj/item/laser_components/modifier/auxiliarycap
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name = "auxiliary capacitor"
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desc = "A string of sub-capacitors along the central capacitor moderates its discharge, increasing capacitor efficiency by reducing peak output."
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base_malus = 3
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malus = 3
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reliability = -10
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shots = 2
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damage = 0.8
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criticality = 1.25
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icon_state = "aux_capacitor"
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increasable_stats = list("reliability", "shots", "damage")
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decreaseable_stats = list("base_malus", "criticality")
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/obj/item/laser_components/modifier/overcharge
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name = "capacitor overcharge"
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desc = "A bypass to the internal cell's limiter, producing an explosive result."
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base_malus = 5
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malus = 5
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reliability = -25
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shots = 0.5
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damage = 2
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criticality = 2
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icon_state = "capacitor_overcharge"
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increasable_stats = list("reliability")
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decreaseable_stats = list("base_malus", "criticality")
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/obj/item/laser_components/modifier/gatling
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name = "gatling rotator"
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desc = "A modification to the lens that permits rapid-fire for extended durations."
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base_malus = 0.5
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malus = 0.5
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burst_delay = 1
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burst = 10
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damage = 2 //With the way armour works, splitting the damage across multiple shots actually reduces the overall damage, so we compensate by increasing it.
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fire_delay = 10
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chargetime = 3
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accuracy = -1
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icon_state = "rotating_lens"
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increasable_stats = list()
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decreaseable_stats = list("burst_delay", "chargetime")
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/obj/item/laser_components/modifier/scope
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name = "telescopic sight"
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desc = "A modification that adds a zoom function to the prototype."
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scope_name = "proto-scope"
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gun_overlay = "scope"
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icon_state = "telescopic_sight"
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/obj/item/laser_components/modifier/barrel
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name = "reinforced barrel"
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desc = "Reinforcement along the barrel extends the longevity of the prototype."
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reliability = 25
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improvement_cap = 50
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icon_state = "reinforced_barrel"
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/obj/item/laser_components/modifier/barrel/nano
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name = "nano-reinforced barrel"
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desc = "Reinforcement along the barrel extends the longevity of the prototype even more than predecessor barrel. Uses nano-technology to increase reinforcement while retaining same weight."
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reliability = 35
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improvement_cap = 50
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icon_state = "nano_barrel"
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/obj/item/laser_components/modifier/vents
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name = "exhaust venting"
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desc = "More efficient exhaust venting reduces the impact of firing the prototype."
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reliability = 0
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improvement_cap = 50
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base_malus = -0.5
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malus = -0.5
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malus_multiplier = 0.5
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icon_state = "vents"
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increasable_stats = list()
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decreaseable_stats = list("base_malus")
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/obj/item/laser_components/modifier/grip
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name = "enhanced grip"
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desc = "A modification that improves the fire delay of the prototype."
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improvement_cap = 50
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fire_delay = 0.8
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gun_overlay = "grip"
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icon_state = "grip"
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increasable_stats = list()
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decreaseable_stats = list("fire_delay")
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/obj/item/laser_components/modifier/grip/improved
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name = "enhanced grip MK2"
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desc = "A modification that improves the fire delay of the prototype. Slight improvement over a predecessor."
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improvement_cap = 50
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fire_delay = 0.7
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gun_overlay = "grip"
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icon_state = "enhanced_grip"
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/obj/item/laser_components/modifier/stock
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name = "improved stock"
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desc = "A modification that improves the accuracy."
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fire_delay = 0.9
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accuracy = 1
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gun_overlay = "stock"
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icon_state = "improved_stock"
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increasable_stats = list("accuracy")
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decreaseable_stats = list("fire_delay")
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/obj/item/laser_components/modifier/stock/gyro
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name = "stability stock"
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desc = "A better version of na improved stock. This stock is more ergonomic, with in-built gyroscope increasing handly and accuracy."
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fire_delay = 0.8
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accuracy = 1.5
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icon_state = "stable_stock"
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/obj/item/laser_components/modifier/bayonet
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name = "bayonet"
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desc = "A modification that adds a big knife to your gun. Science."
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improvement_cap = 50
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gun_force = 10
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gun_overlay = "bayonet"
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icon_state = "bayonet_item"
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increasable_stats = list("gun_force")
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decreaseable_stats = list()
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/obj/item/laser_components/modifier/ebayonet
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name = "energy bayonet"
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desc = "A modification that adds a hardlight knife to your gun. Science!"
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improvement_cap = 50
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gun_force = 25
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gun_overlay = "ebayonet"
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icon_state = "ebayonet_item"
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increasable_stats = list("gun_force")
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decreaseable_stats = list()
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//Projectile modulators
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/obj/item/laser_components/modulator/taser
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name = "TASER modulator"
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desc = "A modification that modulates the beam into a nonlethal electrical arc."
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damage = 0
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projectile = /obj/projectile/beam/stun
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icon_state = "taser"
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firing_sound = 'sound/weapons/Taser.ogg'
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/obj/item/laser_components/modulator/tesla
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name = "tesla modulator"
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desc = "A modification that modulates the beam into a lethal electrical arc."
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projectile = /obj/projectile/beam/tesla
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icon_state = "tesla"
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firing_sound = 'sound/magic/LightningShock.ogg'
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/obj/item/laser_components/modulator/pulse
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name = "pulse modulator"
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desc = "Amplifies the laser beam into a highly lethal pulse beam."
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projectile = /obj/projectile/beam/pulse
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damage = 1.5
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icon_state = "pulse"
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firing_sound = 'sound/weapons/pulse.ogg'
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/obj/item/laser_components/modulator/xray
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name = "xray modulator"
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desc = "Modulates the beam into a concentrated x-ray blast."
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projectile = /obj/projectile/beam/xray
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icon_state = "xray"
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firing_sound = 'sound/weapons/laser3.ogg'
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/obj/item/laser_components/modulator/ion
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name = "ion cannon"
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desc = "Modulates the prototype to fire disparate ion projectiles."
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shots = 0.5 //Ions are very powerful and not affected by damage.
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damage = 0
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projectile = /obj/projectile/ion
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icon_state = "ion"
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origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 3)
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/obj/item/laser_components/modulator/floramut
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name = "floral somatomodulator"
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desc = "Modulates the beam into firing controlled radiation which induces mutation in plant cells."
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projectile = /obj/projectile/energy/floramut
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icon_state = "somatoray"
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firing_sound = 'sound/effects/stealthoff.ogg'
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/obj/item/laser_components/modulator/floramut2
|
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name = "betaray modulator"
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desc = "Modulates the beam into firing controlled radiation which induces enhanced reproduction in plant cells."
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projectile = /obj/projectile/energy/florayield
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icon_state = "betaray"
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firing_sound = 'sound/effects/stealthoff.ogg'
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/obj/item/laser_components/modulator/xenovermin
|
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name = "xenovermin modulator"
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desc = "Modulates the beam into firing precise electrical arcs designed for pest and xenofauna control."
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projectile = /obj/projectile/beam/mousegun/xenofauna
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damage = 0.1
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icon_state = "pesker"
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firing_sound = 'sound/weapons/taser2.ogg'
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/obj/item/laser_components/modulator/mindflayer
|
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name = "mind flayer modulator"
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desc = "Modulates the beam into firing \"mind flayer\" beams."
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projectile = /obj/projectile/beam/mindflayer
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damage = 0.5
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icon_state = "flayer"
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/obj/item/laser_components/modulator/decloner
|
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name = "decloner modulator"
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desc = "Modulates the beam into firing highly radioactive particulates."
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projectile = /obj/projectile/energy/declone
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damage = 0.5
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icon_state = "decloner"
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firing_sound = 'sound/weapons/pulse3.ogg'
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 3)
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/obj/item/laser_components/modulator/ebow
|
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name = "dart modulator"
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desc = "Modulates the beam into firing minute energy darts."
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projectile = /obj/projectile/energy/dart
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damage = 0.25
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icon_state = "dart"
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firing_sound = 'sound/weapons/Genhit.ogg'
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|
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
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|
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/obj/item/laser_components/modulator/blaster
|
|
name = "blaster-bolt modulator"
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desc = "Modulates the beam into firing disparate energy bolts designed to burn through armour."
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projectile = /obj/projectile/energy/blaster/incendiary/light
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damage = 0.8 //Specialist anti-armour incendiary projectile.
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icon_state = "lensatic"
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|
origin_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4)
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/obj/item/laser_components/modulator/bfg
|
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name = "bioforce modulator"
|
|
desc = "Modulates the beam into firing big green balls of death."
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|
projectile = /obj/projectile/energy/bfg
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|
damage = 2
|
|
icon_state = "bfg"
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|
firing_sound = 'sound/magic/LightningShock.ogg'
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/obj/item/laser_components/modulator/tox
|
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name = "phoron bolt modulator"
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desc = "Modulates the beam into firing toxic phoron bolts."
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projectile = /obj/projectile/energy/phoron
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icon_state = "tox"
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|
firing_sound = 'sound/effects/stealthoff.ogg'
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|
origin_tech = list(TECH_COMBAT = 4, TECH_PHORON = 4)
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/obj/item/laser_components/modulator/net
|
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name = "energy net modulator"
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|
desc = "Modulates the beam into firing an energy net."
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projectile = /obj/projectile/beam/energy_net
|
|
icon_state = "xray"
|
|
firing_sound = 'sound/weapons/plasma_cutter.ogg'
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origin_tech = list(TECH_COMBAT = 3, TECH_PHORON = 4, TECH_ILLEGAL = 4)
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/obj/item/laser_components/modulator/freeze
|
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name = "freeze ray modulator"
|
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desc = "Modulates the beam into freezing rays."
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projectile = /obj/projectile/beam/freezer
|
|
icon_state = "blue"
|
|
firing_sound = 'sound/weapons/pulse3.ogg'
|
|
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 5, TECH_MATERIAL = 4)
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