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Aurora.3/code/modules/projectiles/modular/laser_components.dm
Mykhailo Bykhovtsev 9c0055a662 Weapons analyzer and modular guns rebalance (#8797)
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:

    Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.

    Added nano reinforced barrel which has 10 more reliability than reinforced barrel.

    Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.

    Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.

    Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.

    Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore

Weapons analyzer:

    Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.

    Modular guns now need to be assembled inside of weapons analyzer.

    Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.

Misc changes:

    recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
2020-05-25 10:22:08 +03:00

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//Assemblies
/obj/item/device/laser_assembly/medium
name = "laser assembly (medium)"
base_icon_state = "medium"
w_class = 3
size = CHASSIS_MEDIUM
modifier_cap = 4
/obj/item/device/laser_assembly/large
name = "laser assembly (large)"
base_icon_state = "large"
w_class = 4
size = CHASSIS_LARGE
modifier_cap = 5
/obj/item/device/laser_assembly/admin
name = "laser assembly (obscene)"
base_icon_state = "large"
w_class = 4
size = CHASSIS_LARGE
modifier_cap = 25
//Capacitors
/obj/item/laser_components/capacitor/potato
name = "starch capacitor"
desc = "A powercell composed of a primarily starch-based conductor."
icon_state = "starch_capacitor"
reliability = 30
shots = 1
damage = 5
/obj/item/laser_components/capacitor/reinforced
name = "reinforced capacitor"
desc = "A reinforced laser weapon capacitor."
icon_state = "reinforced_capacitor"
reliability = 100
/obj/item/laser_components/capacitor/nuclear
name = "uranium-enriched capacitor"
desc = "A capacitor built from uranium enriched materials."
icon_state = "uranium_capacitor"
damage = 20
shots = 10
reliability = 60
/obj/item/laser_components/capacitor/nuclear/small_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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
if (M != user)
to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
return
/obj/item/laser_components/capacitor/nuclear/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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
if (M != user)
to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
M.apply_effect(rand(1,40)*(prototype.criticality+1), IRRADIATE)
return
/obj/item/laser_components/capacitor/nuclear/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
for (var/mob/living/M in range(rand(2,6)*(prototype.criticality+1),src))
to_chat(M, "<span class='warning'>You feel a wave of heat wash over you.</span>")
M.apply_effect(300*(prototype.criticality+1), IRRADIATE)
..()
/obj/item/laser_components/capacitor/teranium
name = "teranium-enriched capacitor"
desc = "A capacitor built from teranium enriched materials."
icon_state = "teranium_capacitor"
damage = 25
shots = 15
reliability = 55
/obj/item/laser_components/capacitor/teranium/small_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
tesla_zap(prototype, 3, 1000*(prototype.criticality+1))
return
/obj/item/laser_components/capacitor/teranium/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
tesla_zap(prototype, round((prototype.criticality+1)*2), 2000*(prototype.criticality+1))
return
/obj/item/laser_components/capacitor/teranium/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
for (var/i = 0 to round((prototype.criticality+1)))
tesla_zap(prototype, round((prototype.criticality+1)*2,1), 4000*(prototype.criticality+1))
..()
/obj/item/laser_components/capacitor/phoron
name = "phoron-enriched capacitor"
desc = "A capacitor built from phoron enriched materials."
icon_state = "phoron_capacitor"
damage = 30
shots = 25
reliability = 50
/obj/item/laser_components/capacitor/phoron/small_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
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
if (M != user)
to_chat(M, "<span class='warning'>You feel a warm sensation.</span>")
M.apply_effect(rand(1,10)*(prototype.criticality+1), IRRADIATE)
return
/obj/item/laser_components/capacitor/phoron/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
empulse(get_turf(src), 0, round((prototype.criticality+1)*3,1))
explosion(get_turf(prototype), 0, 0, round((prototype.criticality+1)*2,1))
return
/obj/item/laser_components/capacitor/phoron/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
empulse(get_turf(src), round((prototype.criticality+1),1), round((prototype.criticality+1)*4,1))
explosion(get_turf(prototype), 0, round((prototype.criticality+1),1), round((prototype.criticality+1)*3,1))
..()
/obj/item/laser_components/capacitor/bluespace
name = "bluespace-enriched capacitor"
desc = "A capacitor built from bluespace enriched materials."
icon_state = "bluespace_capacitor"
damage = 35
shots = 30
reliability = 45
/obj/item/laser_components/capacitor/bluespace/small_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
for (var/mob/living/M in range(round((prototype.criticality+1),1),src))
empulse(get_turf(M), 0, round((prototype.criticality+1)*2,1))
return
/obj/item/laser_components/capacitor/bluespace/medium_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
for (var/mob/living/M in range(round(3*(prototype.criticality+1),1),src))
empulse(get_turf(M), 0, round((prototype.criticality+1)*2,1))
do_teleport(M, get_turf(M), rand(1,3)*round((prototype.criticality+1),1), asoundin = 'sound/effects/phasein.ogg')
return
/obj/item/laser_components/capacitor/bluespace/critical_fail(var/mob/user, var/obj/item/gun/energy/laser/prototype/prototype)
for (var/mob/living/M in range(round(6*(prototype.criticality+1),1),src))
empulse(get_turf(M), 0, round((prototype.criticality+1)*4,1))
do_teleport(M, get_turf(M), rand(6,18)*round((prototype.criticality+1),1), asoundin = 'sound/effects/phasein.ogg')
..()
//Lenses
/obj/item/laser_components/focusing_lens/shotgun
name = "splitter lens"
desc = "A focusing lens that splits the beam into several sub-beams."
icon_state = "splitter_lens"
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)
burst = 4
accuracy = -1
reliability = 35
/obj/item/laser_components/focusing_lens/sniper
name = "precise lens"
desc = "A focusing lens that is made of refined crystal, providing enhanced clarity and precision."
icon_state = "precise_lens"
accuracy = 2
reliability = 30
dispersion = list(0)
/obj/item/laser_components/focusing_lens/strong
name = "reinforced lens"
desc = "A focusing lens that is reinforced with stronger material."
icon_state = "reinforced_lens"
reliability = 60
//Modifiers
/obj/item/laser_components/modifier/silencer
name = "energy suppressor"
desc = "A sophisticated audio dampener that negates much of the sound produced by an energy weapon."
mod_type = MOD_SILENCE
icon_state = "energy_silencer"
/obj/item/laser_components/modifier/aeg
name = "miniaturized reactor"
desc = "An internal nuclear reactor which recharges the energy cell of the weapon. Feels tingly."
icon_state = "mini_reactor"
mod_type = MOD_NUCLEAR_CHARGE
reliability = -10
criticality = 1.5
/obj/item/laser_components/modifier/surge
name = "surge protector"
desc = "A surge protector along the cell minimizes capacitor failure."
reliability = 0
base_malus = 0 //when modifiers get damaged they do not break, but make other components break faster
malus = 0 //subtracted from weapon's overall reliability everytime it's fired
criticality = 0.5
icon_state = "surge_protector"
/obj/item/laser_components/modifier/repeater
name = "pulser"
desc = "A modification to the energy cell that permits rudimentary burst fire."
base_malus = 0.5 //when modifiers get damaged they do not break, but make other components break faster
malus = 0.5 //subtracted from weapon's overall reliability everytime it's fired
burst_delay = 1
burst = 3
fire_delay = 3
accuracy = -1
icon_state = "pulser"
/obj/item/laser_components/modifier/auxiliarycap
name = "auxiliary capacitor"
desc = "A string of sub-capacitors along the central cell provide additional bang for your buck."
base_malus = 3
malus = 3
reliability = -10
shots = 2
damage = 1.5
criticality = 1.25
icon_state = "aux_capacitor"
/obj/item/laser_components/modifier/overcharge
name = "capacitor overcharge"
desc = "A bypass to the internal cell's limiter, producing an explosive result."
base_malus = 5
malus = 5
reliability = -25
shots = 0.5
damage = 2.5
criticality = 2
icon_state = "capacitor_overcharge"
/obj/item/laser_components/modifier/gatling
name = "gatling rotator"
desc = "A modification to the lens that permits rapid-fire for extended durations."
base_malus = 0.5
malus = 0.5
burst_delay = 1
burst = 10
fire_delay = 10
chargetime = 3
accuracy = -3
icon_state = "rotating_lens"
/obj/item/laser_components/modifier/scope
name = "telescopic sight"
desc = "A modification that adds a zoom function to the prototype."
scope_name = "proto-scope"
gun_overlay = "scope"
icon_state = "telescopic_sight"
/obj/item/laser_components/modifier/barrel
name = "reinforced barrel"
desc = "Reinforcement along the barrel extends the longevity of the prototype."
reliability = 25
base_malus = 0
malus = 0
icon_state = "reinforced_barrel"
/obj/item/laser_components/modifier/barrel/nano
name = "nano-reinforced barrel"
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."
reliability = 35
icon_state = "nano_barrel"
/obj/item/laser_components/modifier/vents
name = "exhaust venting"
desc = "More efficient exhaust venting reduces the impact of firing the prototype."
reliability = 0
base_malus = -5
malus = -5
icon_state = "vents"
/obj/item/laser_components/modifier/grip
name = "enhanced grip"
desc = "A modification that improves the fire delay of the prototype."
fire_delay = 0.5
gun_overlay = "grip"
icon_state = "grip"
/obj/item/laser_components/modifier/grip/improved
name = "enhanced grip MK2"
desc = "A modification that improves the fire delay of the prototype. Slight improvement over a predecessor."
fire_delay = 0.7
gun_overlay = "grip"
icon_state = "enhanced_grip"
/obj/item/laser_components/modifier/stock
name = "improved stock"
desc = "A modification that improves the accuracy."
fire_delay = 0.5
accuracy = 1
gun_overlay = "stock"
icon_state = "improved_stock"
/obj/item/laser_components/modifier/stock/gyro
name = "stability stock"
desc = "A better version of na improved stock. This stock is more ergonomic, with in-built gyroscope increasing handly and accuracy."
fire_delay = 0.7
accuracy = 1.5
icon_state = "stable_stock"
/obj/item/laser_components/modifier/bayonet
name = "bayonet"
desc = "A modification that adds a big knife to your gun. Science."
gun_force = 10
gun_overlay = "bayonet"
icon_state = "bayonet_item"
/obj/item/laser_components/modifier/ebayonet
name = "energy bayonet"
desc = "A modification that adds a hardlight knife to your gun. Science!"
gun_force = 25
gun_overlay = "ebayonet"
icon_state = "ebayonet_item"
//Projectile modulators
/obj/item/laser_components/modulator/taser
name = "TASER modulator"
desc = "A modification that modulates the beam into a nonlethal electrical arc."
damage = 0
projectile = /obj/item/projectile/beam/stun
icon_state = "taser"
firing_sound = 'sound/weapons/Taser.ogg'
/obj/item/laser_components/modulator/tesla
name = "tesla modulator"
desc = "A modification that modulates the beam into a lethal electrical arc."
projectile = /obj/item/projectile/energy/tesla
icon_state = "tesla"
firing_sound = 'sound/magic/LightningShock.ogg'
/obj/item/laser_components/modulator/pulse
name = "pulse modulator"
desc = "Amplifies the laser beam into a highly lethal pulse beam."
projectile = /obj/item/projectile/beam/pulse
damage = 1.5
icon_state = "pulse"
firing_sound = 'sound/weapons/pulse.ogg'
/obj/item/laser_components/modulator/xray
name = "xray modulator"
desc = "Modulates the beam into a concentrated x-ray blast."
projectile = /obj/item/projectile/beam/xray
icon_state = "xray"
firing_sound = 'sound/weapons/laser3.ogg'
/obj/item/laser_components/modulator/ion
name = "ion cannon"
desc = "Modulates the prototype to fire disparate ion projectiles."
projectile = /obj/item/projectile/ion
icon_state = "ion"
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 3)
/obj/item/laser_components/modulator/floramut
name = "floral somatomodulator"
desc = "Modulates the beam into firing controlled radiation which induces mutation in plant cells."
projectile = /obj/item/projectile/energy/floramut
icon_state = "somatoray"
firing_sound = 'sound/effects/stealthoff.ogg'
/obj/item/laser_components/modulator/floramut2
name = "betaray modulator"
desc = "Modulates the beam into firing controlled radiation which induces enhanced reproduction in plant cells."
projectile = /obj/item/projectile/energy/florayield
icon_state = "betaray"
firing_sound = 'sound/effects/stealthoff.ogg'
/obj/item/laser_components/modulator/arodentia
name = "arodentia modulator"
desc = "Modulates the beam into firing precise electrical arcs designed for pest control."
projectile = /obj/item/projectile/beam/mousegun
damage = 0
icon_state = "pesker"
firing_sound = 'sound/weapons/taser2.ogg'
/obj/item/laser_components/modulator/red
name = "red team modulator"
desc = "Modulates the beam into firing red team tagger beams."
projectile = /obj/item/projectile/beam/lastertag/red
damage = 0
icon_state = "red"
/obj/item/laser_components/modulator/blue
name = "blue team modulator"
desc = "Modulates the beam into firing blue team tagger beams."
projectile = /obj/item/projectile/beam/lastertag/blue
damage = 0
icon_state = "blue"
/obj/item/laser_components/modulator/omni
name = "omni team modulator"
desc = "Modulates the beam into firing omni team tagger beams."
projectile = /obj/item/projectile/beam/lastertag/omni
damage = 0
icon_state = "omni"
/obj/item/laser_components/modulator/practice
name = "practice beam modulator"
desc = "Modulates the beam into firing nonlethal practice beams."
projectile = /obj/item/projectile/beam/practice
damage = 0
icon_state = "practice"
/obj/item/laser_components/modulator/mindflayer
name = "mind flayer modulator"
desc = "Modulates the beam into firing \"mind flayer\" beams."
projectile = /obj/item/projectile/beam/mindflayer
damage = 0.5
icon_state = "flayer"
/obj/item/laser_components/modulator/decloner
name = "decloner modulator"
desc = "Modulates the beam into firing highly radioactive particulates."
projectile = /obj/item/projectile/energy/declone
damage = 0.5
icon_state = "decloner"
firing_sound = 'sound/weapons/pulse3.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 3)
/obj/item/laser_components/modulator/ebow
name = "dart modulator"
desc = "Modulates the beam into firing minute energy darts."
projectile = /obj/item/projectile/energy/dart
damage = 0.25
icon_state = "dart"
firing_sound = 'sound/weapons/Genhit.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
/obj/item/laser_components/modulator/blaster
name = "blaster-bolt modulator"
desc = "Modulates the beam into firing disparate energy bolts."
projectile = /obj/item/projectile/energy/blaster/incendiary
icon_state = "lensatic"
origin_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4)
/obj/item/laser_components/modulator/bfg
name = "bioforce modulator"
desc = "Modulates the beam into firing big green balls of death."
projectile = /obj/item/projectile/energy/bfg
damage = 2
icon_state = "bfg"
firing_sound = 'sound/magic/LightningShock.ogg'
/obj/item/laser_components/modulator/tox
name = "phoron bolt modulator"
desc = "Modulates the beam into firing toxic phoron bolts."
projectile = /obj/item/projectile/energy/phoron
icon_state = "tox"
firing_sound = 'sound/effects/stealthoff.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_PHORON = 4)
/obj/item/laser_components/modulator/net
name = "energy net modulator"
desc = "Modulates the beam into firing an energy net."
projectile = /obj/item/projectile/beam/energy_net
icon_state = "xray"
firing_sound = 'sound/weapons/plasma_cutter.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_PHORON = 4, TECH_ILLEGAL = 4)