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necromanceranne d76d2f5438 Laser Gun Update: Deep Lore, Gun Variety, Pew Pew (#93520)
## About The Pull Request

Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.

<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>

Current sprites are pending a palette change.

**Standard:** Functions as you would expect. Same as ever.

**Pistol**: Lower charge, 20 force, normal sized, recharges faster.

**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.

**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).

All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.

### Armory Changes

The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.

### Lore Dump

The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)

### Code Tidying

Lasers are old and a total mess code-wise so we've tidied up while we're
here.

## Why It's Good For The Game

Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.

A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.

I'm obsessed with writing too much information. I blame Hatterhat.

## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑

---------

Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
2025-11-20 22:21:16 -05:00

132 lines
3.8 KiB
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/obj/effect/spawner/random/armory
name = "generic armory spawner"
spawn_loot_split = TRUE
spawn_loot_count = 3
spawn_loot_split_pixel_offsets = 4
// Misc armory stuff
/obj/effect/spawner/random/armory/barrier_grenades
name = "barrier grenade spawner"
icon_state = "barrier_grenade"
loot = list(/obj/item/grenade/barrier)
/obj/effect/spawner/random/armory/barrier_grenades/six
name = "six barrier grenade spawner"
spawn_loot_count = 6
/obj/effect/spawner/random/armory/riot_shield
name = "riot shield spawner"
icon_state = "riot_shield"
loot = list(/obj/item/shield/riot)
/obj/effect/spawner/random/armory/rubbershot
name = "rubbershot spawner"
icon_state = "rubbershot"
loot = list(/obj/item/storage/box/rubbershot)
/obj/effect/spawner/random/armory/buckshot
name = "buckshot spawner"
icon_state = "buckshot"
loot = list(/obj/item/storage/box/lethalshot)
/obj/effect/spawner/random/armory/buckshot/sketchy
name = "sketchy buckshot spawner"
icon_state = "buckshot"
loot = list(
/obj/item/storage/box/lethalshot = 4,
/obj/item/storage/box/lethalshot/old = 2,
)
/obj/effect/spawner/random/armory/slug
name = "slug shell spawner"
icon_state = "buckshot"
loot = list(/obj/item/storage/box/slugs)
/obj/effect/spawner/random/armory/strilka
name = ".310 Strilka ammo box spawner"
icon_state = "buckshot"
spawn_loot_count = 1
loot = list(
/obj/item/storage/toolbox/ammobox/strilka310,
/obj/item/storage/toolbox/ammobox/strilka310/surplus,
)
// Weapons
/obj/effect/spawner/random/armory/disablers
name = "disabler spawner"
icon_state = "disabler"
loot = list(/obj/item/gun/energy/disabler)
/obj/effect/spawner/random/armory/laser_gun
name = "laser gun spawner"
icon_state = "laser_gun"
loot = list(/obj/item/gun/energy/laser)
/obj/effect/spawner/random/armory/laser_pistol
name = "laser pistol spawner"
icon_state = "laser_gun"
spawn_loot_count = 6
loot = list(/obj/item/gun/energy/laser/pistol)
/obj/effect/spawner/random/armory/laser_carbine
name = "laser_carbine spawner"
icon_state = "laser_gun"
loot = list(/obj/item/gun/energy/laser/carbine)
/obj/effect/spawner/random/armory/assault_laser
name = "assault laser gun spawner"
icon_state = "laser_gun"
spawn_loot_count = 1
loot = list(/obj/item/gun/energy/laser/assault)
/obj/effect/spawner/random/armory/pick_laser_loadout
name = "laser gun type randomizer"
icon_state = "laser_gun"
spawn_loot_count = 1
loot = list(
/obj/effect/spawner/random/armory/laser_gun = 30,
/obj/effect/spawner/random/armory/laser_carbine = 30,
/obj/effect/spawner/random/armory/laser_pistol = 10,
)
/obj/effect/spawner/random/armory/e_gun
name = "energy gun spawner"
icon_state = "e_gun"
loot = list(/obj/item/gun/energy/e_gun)
/obj/effect/spawner/random/armory/shotgun
name = "shotgun spawner"
icon_state = "shotgun"
loot = list(/obj/item/gun/ballistic/shotgun/riot)
/obj/effect/spawner/random/armory/dragnet
name = "DRAGnet spawner"
icon_state = "dragnet"
loot = list(/obj/item/gun/energy/e_gun/dragnet)
spawn_loot_count = 2
/obj/effect/spawner/random/armory/dragnet/spawn_loot(lootcount_override)
. = ..()
new /obj/item/dragnet_beacon(get_turf(src)) //And give them a beacon too!
// Armor
/obj/effect/spawner/random/armory/bulletproof_helmet
name = "bulletproof helmet spawner"
icon_state = "armor_helmet"
loot = list(/obj/item/clothing/head/helmet/alt)
/obj/effect/spawner/random/armory/riot_helmet
name = "riot helmet spawner"
icon_state = "riot_helmet"
loot = list(/obj/item/clothing/head/helmet/toggleable/riot)
/obj/effect/spawner/random/armory/bulletproof_armor
name = "bulletproof armor spawner"
icon_state = "bulletproof_armor"
loot = list(/obj/item/clothing/suit/armor/bulletproof)
/obj/effect/spawner/random/armory/riot_armor
name = "riot armor spawner"
icon_state = "riot_armor"
loot = list(/obj/item/clothing/suit/armor/riot)