[MIRROR] Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo [MDB IGNORE] (#11340)

* Ballistic to Energy: Autorifles for Thermal Pistols; Adds .38 Crate to Cargo

* eeee

* Update new_player.dm

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-02-08 02:59:42 +01:00
committed by GitHub
parent 60cee0bc12
commit ccb0aaea1a
18 changed files with 171 additions and 92 deletions

View File

@@ -82,3 +82,17 @@
select_name = "kill"
projectile_type = /obj/projectile/beam/weak/penetrator
variance = 0.8
/obj/item/ammo_casing/energy/nanite
projectile_type = /obj/projectile/bullet/c10mm //henk
select_name = "bullet"
e_cost = 120
fire_sound = 'sound/weapons/thermalpistol.ogg'
/obj/item/ammo_casing/energy/nanite/inferno
projectile_type = /obj/projectile/energy/inferno
select_name = "inferno"
/obj/item/ammo_casing/energy/nanite/cryo
projectile_type = /obj/projectile/energy/cryo
select_name = "cryo"

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@@ -157,3 +157,38 @@
/obj/item/gun/energy/laser/redtag/hitscan
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag/hitscan)
//Inferno and Cryo Pistols
/obj/item/gun/energy/laser/thermal //the common parent of these guns, it just shoots hard bullets, somoene might like that?
name = "nanite pistol"
desc = "A modified handcannon with a self-replicating reserve of decommissioned weaponized nanites. Spit globs of angry robots into the bad guys."
icon_state = "infernopistol"
inhand_icon_state = null
ammo_type = list(/obj/item/ammo_casing/energy/nanite)
shaded_charge = TRUE
ammo_x_offset = 1
can_flashlight = TRUE
flight_x_offset = 15
flight_y_offset = 9
can_bayonet = TRUE
knife_x_offset = 19
knife_y_offset = 13
w_class = WEIGHT_CLASS_NORMAL
dual_wield_spread = 10 //as intended by the coders
/obj/item/gun/energy/laser/thermal/ComponentInitialize()
. = ..()
AddElement(/datum/element/empprotection, EMP_PROTECT_SELF|EMP_PROTECT_CONTENTS)
/obj/item/gun/energy/laser/thermal/inferno //the magma gun
name = "inferno pistol"
desc = "A modified handcannon with a self-replicating reserve of decommissioned weaponized nanites. Spit globs of molten angry robots into the bad guys. While it doesn't manipulate temperature in of itself, it does cause an violent eruption in anyone who is severely cold."
icon_state = "infernopistol"
ammo_type = list(/obj/item/ammo_casing/energy/nanite/inferno)
/obj/item/gun/energy/laser/thermal/cryo //the ice gun
name = "cryo pistol"
desc = "A modified handcannon with a self-replicating reserve of decommissioned weaponized nanites. Spit shards of frozen angry robots into the bad guys. While it doesn't manipulate temperature in of itself, it does cause an internal explosion in anyone who is severely hot."
icon_state = "cryopistol"
ammo_type = list(/obj/item/ammo_casing/energy/nanite/cryo)

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@@ -0,0 +1,50 @@
/obj/projectile/energy/inferno
name = "molten nanite bullet"
icon_state = "infernoshot"
damage = 20
damage_type = BURN
flag = ENERGY
armour_penetration = 10
reflectable = NONE
wound_bonus = 0
bare_wound_bonus = 10
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
/obj/projectile/energy/inferno/on_hit(atom/target, blocked, pierce_hit)
..()
if(!ishuman(target))
return
var/mob/living/carbon/cold_target = target
var/how_cold_is_target = cold_target.bodytemperature
var/danger_zone = cold_target.dna.species.bodytemp_cold_damage_limit - 150
if(how_cold_is_target < danger_zone)
explosion(cold_target, devastation_range = -1, heavy_impact_range = -1, light_impact_range = 2, flame_range = 3) //maybe stand back a bit
cold_target.bodytemperature = cold_target.dna.species.bodytemp_normal //avoids repeat explosions, maybe could be used to heat up again?
playsound(cold_target, 'sound/weapons/sear.ogg', 30, TRUE, -1)
/obj/projectile/energy/cryo
name = "frozen nanite bullet"
icon_state = "cryoshot"
damage = 20
damage_type = BRUTE
armour_penetration = 10
flag = ENERGY
sharpness = SHARP_POINTY //it's a big ol' shard of ice
reflectable = NONE
wound_bonus = 0
bare_wound_bonus = 10
/obj/projectile/energy/cryo/on_hit(atom/target, blocked, pierce_hit)
..()
if(!ishuman(target))
return
var/mob/living/carbon/hot_target = target
var/how_hot_is_target = hot_target.bodytemperature
var/danger_zone = hot_target.dna.species.bodytemp_heat_damage_limit + 300
if(how_hot_is_target > danger_zone)
hot_target.Knockdown(100)
hot_target.apply_damage(20, BURN)
hot_target.bodytemperature = hot_target.dna.species.bodytemp_normal //avoids repeat knockdowns, maybe could be used to cool down again?
playsound(hot_target, 'sound/weapons/sonic_jackhammer.ogg', 30, TRUE, -1)