mirror of
https://github.com/Aurorastation/Aurora.3.git
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This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
408 lines
14 KiB
Plaintext
408 lines
14 KiB
Plaintext
//Assemblies
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/obj/item/device/laser_assembly/medium
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name = "laser assembly (medium)"
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icon_state = "medium"
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w_class = 3
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size = CHASSIS_MEDIUM
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modifier_cap = 4
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/obj/item/device/laser_assembly/large
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name = "laser assembly (large)"
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icon_state = "large"
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w_class = 4
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size = CHASSIS_LARGE
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modifier_cap = 5
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/obj/item/device/laser_assembly/admin
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name = "laser assembly (obscene)"
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icon_state = "large"
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w_class = 4
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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 = 5
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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 = 75
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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 = 40
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/obj/item/laser_components/capacitor/nuclear/small_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
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if (M != user)
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M << "<span class='warning'>You feel a warm sensation.</span>"
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M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
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return
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/obj/item/laser_components/capacitor/nuclear/medium_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(round((prototype.criticality+1)),src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
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if (M != user)
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M << "<span class='warning'>You feel a warm sensation.</span>"
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M.apply_effect(rand(1,40)*(prototype.criticality+1), IRRADIATE)
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return
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/obj/item/laser_components/capacitor/nuclear/critical_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(rand(2,6)*(prototype.criticality+1),src))
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M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
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M.apply_effect(300*(prototype.criticality+1), IRRADIATE)
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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 = 40
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/obj/item/laser_components/capacitor/teranium/small_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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tesla_zap(prototype, 3, 1000*(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/weapon/gun/energy/laser/prototype/prototype)
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tesla_zap(prototype, round((prototype.criticality+1)*2), 2000*(prototype.criticality+1))
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return
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/obj/item/laser_components/capacitor/teranium/critical_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/i = 0 to round((prototype.criticality+1)))
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tesla_zap(prototype, round((prototype.criticality+1)*2,1), 4000*(prototype.criticality+1))
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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 = 25
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reliability = 30
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/obj/item/laser_components/capacitor/phoron/small_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
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if (M != user)
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M << "<span class='warning'>You feel a warm sensation.</span>"
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M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
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return
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/obj/item/laser_components/capacitor/phoron/medium_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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empulse(get_turf(src), 0, round((prototype.criticality+1)*3,1))
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explosion(get_turf(prototype), 0, 0, round((prototype.criticality+1)*2,1))
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return
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/obj/item/laser_components/capacitor/phoron/critical_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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empulse(get_turf(src), round((prototype.criticality+1),1), round((prototype.criticality+1)*4,1))
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explosion(get_turf(prototype), 0, round((prototype.criticality+1),1), round((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 = 30
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reliability = 30
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/obj/item/laser_components/capacitor/bluespace/small_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(round((prototype.criticality+1),1),src))
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empulse(get_turf(M), 0, round((prototype.criticality+1)*2,1))
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return
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/obj/item/laser_components/capacitor/bluespace/medium_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(round(3*(prototype.criticality+1),1),src))
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empulse(get_turf(M), 0, round((prototype.criticality+1)*2,1))
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do_teleport(M, get_turf(M), rand(1,3)*round((prototype.criticality+1),1), asoundin = 'sound/effects/phasein.ogg')
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return
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/obj/item/laser_components/capacitor/bluespace/critical_fail(var/mob/user, var/obj/item/weapon/gun/energy/laser/prototype/prototype)
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for (var/mob/living/M in range(round(6*(prototype.criticality+1),1),src))
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empulse(get_turf(M), 0, round((prototype.criticality+1)*4,1))
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do_teleport(M, get_turf(M), rand(6,18)*round((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(1,-1,2,-2,3,-3,4,-4,5,-5,6,-6,7,-7,8,-8,9,-9,10,-10,11,-11,12,-12,13,-13,14,-14,15,-15)
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burst = 4
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accuracy = -1
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reliability = 30
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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 = 20
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dispersion = list(0)
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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 = 50
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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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reliability = -10
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criticality = 1.5
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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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/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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fire_delay = 3
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accuracy = -1
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icon_state = "pulser"
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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 cell provide additional bang for your buck."
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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 = 1.5
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criticality = 1.25
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icon_state = "aux_capacitor"
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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 = 2.5
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criticality = 2
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icon_state = "capacitor_overcharge"
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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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fire_delay = 10
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chargetime = 3
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accuracy = -3
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icon_state = "rotating_lens"
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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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base_malus = 0
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malus = 0
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icon_state = "reinforced_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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base_malus = -5
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malus = -5
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icon_state = "vents"
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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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fire_delay = 0.5
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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 = 0.5
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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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/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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gun_force = 10
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gun_overlay = "bayonet"
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icon_state = "bayonet_item"
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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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gun_force = 25
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gun_overlay = "ebayonet"
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icon_state = "ebayonet_item"
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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/item/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/item/projectile/energy/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/item/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/item/projectile/beam/sniper
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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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projectile = /obj/item/projectile/ion
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icon_state = "ion"
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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/item/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/item/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/arodentia
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name = "arodentia modulator"
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desc = "Modulates the beam into firing precise electrical arcs designed for pest control."
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projectile = /obj/item/projectile/beam/mousegun
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damage = 0
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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/red
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name = "red team modulator"
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desc = "Modulates the beam into firing red team tagger beams."
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projectile = /obj/item/projectile/beam/lastertag/red
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damage = 0
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icon_state = "red"
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/obj/item/laser_components/modulator/blue
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name = "blue team modulator"
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desc = "Modulates the beam into firing blue team tagger beams."
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projectile = /obj/item/projectile/beam/lastertag/blue
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damage = 0
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icon_state = "blue"
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/obj/item/laser_components/modulator/omni
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name = "omni team modulator"
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desc = "Modulates the beam into firing omni team tagger beams."
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projectile = /obj/item/projectile/beam/lastertag/omni
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damage = 0
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icon_state = "omni"
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/obj/item/laser_components/modulator/practice
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name = "practice beam modulator"
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desc = "Modulates the beam into firing nonlethal practice beams."
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projectile = /obj/item/projectile/beam/practice
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damage = 0
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icon_state = "practice"
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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/item/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/item/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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/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/item/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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/obj/item/laser_components/modulator/blaster
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name = "blaster-bolt modulator"
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desc = "Modulates the beam into firing disparate energy bolts."
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projectile = /obj/item/projectile/energy/blaster/incendiary
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icon_state = "lensatic"
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/obj/item/laser_components/modulator/bfg
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name = "bioforce modulator"
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desc = "Modulates the beam into firing big green balls of death."
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projectile = /obj/item/projectile/energy/bfg
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damage = 2
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icon_state = "bfg"
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firing_sound = 'sound/magic/LightningShock.ogg'
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