/// Pirate trooper subtype /mob/living/basic/trooper/pirate name = "Pirate" desc = "Does what he wants cause a pirate is free." response_help_continuous = "pushes" response_help_simple = "push" speak_emote = list("yarrs") faction = list(FACTION_PIRATE) mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate corpse = /obj/effect/mob_spawn/corpse/human/pirate /// The amount of money to steal with a melee attack var/plunder_credits = 25 /mob/living/basic/trooper/pirate/Initialize(mapload) . = ..() AddComponent(/datum/component/plundering_attacks, plunder_amount = plunder_credits) /mob/living/basic/trooper/pirate/melee name = "Pirate Swashbuckler" melee_damage_lower = 30 melee_damage_upper = 30 armour_penetration = 35 attack_verb_continuous = "slashes" attack_verb_simple = "slash" attack_sound = 'sound/items/weapons/blade1.ogg' attack_vis_effect = ATTACK_EFFECT_SLASH loot = list(/obj/effect/mob_spawn/corpse/human/pirate/melee) light_range = 2 light_power = 2.5 light_color = COLOR_SOFT_RED loot = list( /obj/item/melee/energy/sword/pirate, ) mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee corpse = /obj/effect/mob_spawn/corpse/human/pirate/melee r_hand = /obj/item/melee/energy/sword/pirate plunder_credits = 50 //they hit hard so they steal more /mob/living/basic/trooper/pirate/melee/space name = "Space Pirate Swashbuckler" unsuitable_atmos_damage = 0 minimum_survivable_temperature = 0 loot = null mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/melee/space corpse = /obj/effect/mob_spawn/corpse/human/pirate/melee/space /mob/living/basic/trooper/pirate/melee/space/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT) /mob/living/basic/trooper/pirate/ranged name = "Pirate Gunner" mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged corpse = /obj/effect/mob_spawn/corpse/human/pirate/ranged r_hand = /obj/item/gun/energy/laser/soul ai_controller = /datum/ai_controller/basic_controller/trooper/ranged /// Type of bullet we use var/projectiletype = /obj/projectile/beam/laser /// Sound to play when firing weapon var/projectilesound = 'sound/items/weapons/laser.ogg' /// number of burst shots var/burst_shots = 2 /// Time between taking shots var/ranged_cooldown = 6 SECONDS /mob/living/basic/trooper/pirate/ranged/Initialize(mapload) . = ..() AddComponent(\ /datum/component/ranged_attacks,\ projectile_type = projectiletype,\ projectile_sound = projectilesound,\ cooldown_time = ranged_cooldown,\ burst_shots = burst_shots,\ ) /mob/living/basic/trooper/pirate/ranged/space name = "Space Pirate Gunner" unsuitable_atmos_damage = 0 minimum_survivable_temperature = 0 corpse = /obj/effect/mob_spawn/corpse/human/pirate/ranged/space mob_spawner = /obj/effect/mob_spawn/corpse/human/pirate/ranged/space r_hand = /obj/item/gun/energy/e_gun/lethal /mob/living/basic/trooper/pirate/ranged/space/Initialize(mapload) . = ..() ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)