Files
Bubberstation/code/modules/research/designs/weapon_designs.dm
SkyratBot 68d12ca569 [MIRROR] New Shields and Sprites for them (#26713)
* New Shields and Sprites for them (#81615)

## About The Pull Request
Updates shield sprites to new more polished and 3/4 perspective ones.

<details>

![shielding
show](https://github.com/tgstation/tgstation/assets/42353186/823d1d24-6fdd-40c9-84b4-2b9b61d70813)

</details>

Adds 2 new shield types:
- **Improvised Shield.** Made out of 10 iron sheets and 2 sticky tape
pieces. Weaker then buckler shield and breaks after 2 gunshots or 4
baton hits, but has a 50% (BASE FOR ALL OTHER SHIELDS) blocking chance
instead of 30% that buckler has. Bulky
- **Ballistic Shield.** Printed at Security Techfab for a lot of
titanium after getting weapon research. Strong against projectiles, but
weaker than riot shield against melee. Bulky

Both of these shields break, and both of them are their own subtype. As
such you can still only craft strobe shield with a riot shield.
## Why It's Good For The Game

The sprites of shields were very ancient and extremely flat, this gives
them a more refreshed look.

Ballistic Shield is added because Riot Shield was weakened against
projectiles, Ballistic Shield gives the crew a way to get access to
protection against projectiles at some point in the round.
Improvised Shield adds a second improvised shield in the game (after
Buckler Shield). It's balanced by being weaker than Buckler, but higher
block chance, this adds an interesting choice for players on which
shield to craft.
## Changelog
🆑
add: Adds 2 new shields to the game! Ballistic Shield - researched by
Science, and Improvised Shield - made out of iron and sticky tape
image: Riot, Strobe, Telescopic, Energy shields got new less flat
sprites!
/🆑

* New Shields and Sprites for them

* This should do the trick

* uh oh

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-03-01 21:31:56 +01:00

453 lines
20 KiB
Plaintext

/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
/datum/design/c38/sec
id = "sec_38"
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE //Redundant, there's already an autolathe version.
/datum/design/c38_trac
name = "Speed Loader (.38 TRAC) (Less Lethal)"
desc = "Designed to quickly reload revolvers. TRAC bullets embed a tracking implant within the target's body. The implant's signal is incompatible with teleporters."
id = "c38_trac"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ammo_box/c38/trac
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_hotshot
name = "Speed Loader (.38 Hot Shot) (Very Lethal)"
desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload."
id = "c38_hotshot"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5)
build_path = /obj/item/ammo_box/c38/hotshot
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_iceblox
name = "Speed Loader (.38 Iceblox) (Lethal/Very Lethal (Lizardpeople))"
desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload."
id = "c38_iceblox"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5)
build_path = /obj/item/ammo_box/c38/iceblox
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/c38_rubber
name = "Speed Loader (.38 Rubber) (Less Lethal)"
desc = "Designed to quickly reload revolvers. Rubber bullets are bouncy and less-than-lethal."
id = "c38_rubber"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10)
build_path = /obj/item/ammo_box/c38/match/bouncy
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/rubbershot/sec
id = "sec_rshot"
desc = "Rubbershot shotgun shells. Fires a cloud of pellets. Rubber bullets are bouncy and less-than-lethal."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE //Redundant
/datum/design/beanbag_slug/sec
id = "sec_beanbag_slug"
desc = "Beangbag slug shotgun shells. Fires a single slug (a beanbag). Less-than-lethal."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/shotgun_dart/sec
id = "sec_dart"
desc = "Dart shotgun shells. Fires a single projectile (a dart). Can be filled with chemicals, \
which it injects upon striking a target. Otherwise, very weak."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/incendiary_slug/sec
id = "sec_Islug"
desc = "Dart shotgun shells. Fires a single slug. Ignites a target upon hit, \
and leaves a trail of fire as it flies through the air. Very user unfriendly, but effective."
build_type = PROTOLATHE | AWAY_LATHE
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/mag_autorifle
name = "WT-550 Autorifle Magazine (4.6x30mm)"
desc = "A 20 round magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_box/magazine/wt550m9
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/mag_autorifle/ap_mag
name = "WT-550 Autorifle Armour Piercing Magazine (4.6x30mm AP)"
desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle_ap"
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtap
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/mag_autorifle/ic_mag
name = "WT-550 Autorifle Incendiary Magazine (4.6x30mm IC)"
desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
id = "mag_autorifle_ic"
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/pin_testing
name = "Test-Range Firing Pin"
desc = "This safety firing pin allows firearms to be operated within proximity to a firing range."
id = "pin_testing"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 3)
build_path = /obj/item/firing_pin/test_range
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/pin_mindshield
name = "Mindshield Firing Pin"
desc = "This is a security firing pin which only authorizes users who are mindshield-implanted."
id = "pin_loyalty"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 6, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/firing_pin/implant/mindshield
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/pin_explorer
name = "Outback Firing Pin"
desc = "This firing pin only shoots while ya ain't on station, fair dinkum!"
id = "pin_explorer"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/firing_pin/explorer
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/stunrevolver
name = "Tesla Cannon Part Kit (Lethal)"
desc = "The kit for a high-tech cannon that fires internal, reusable bolt cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
id = "stunrevolver"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5)
build_path = /obj/item/weaponcrafting/gunkit/tesla
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/nuclear_gun
name = "Advanced Energy Gun Part Kit (Lethal/Nonlethal)"
desc = "The kit for an energy gun with an experimental miniaturized reactor."
id = "nuclear_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT, /datum/material/uranium =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/titanium =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/nuclear
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/tele_shield
name = "Telescopic Riot Shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
id = "tele_shield"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver =SMALL_MATERIAL_AMOUNT * 3, /datum/material/titanium =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/shield/riot/tele
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/ballistic_shield
name = "Ballistic Shield"
desc = "A heavy shield designed for blocking projectiles, weaker to melee."
id = "ballistic_shield"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/shield/ballistic
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/beamrifle
name = "Beam Marksman Rifle Part Kit (Lethal)"
desc = "The gunkit for a powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets."
id = "beamrifle"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 2.25, /datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5)
build_path = /obj/item/weaponcrafting/gunkit/beam_rifle
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/rapidsyringe
name = "Rapid Syringe Gun"
desc = "A gun that fires many syringes."
id = "rapidsyringe"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/gun/syringe/rapidsyringe
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL //uwu
/datum/design/temp_gun
name = "Temperature Gun Part Kit (Less Lethal/Very Lethal (Lizardpeople))"
desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
id = "temp_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/weaponcrafting/gunkit/temperature
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/flora_gun
name = "Floral Somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
id = "flora_gun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/gun/energy/floragun
category = list(
RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED
)
departmental_flags = DEPARTMENT_BITFLAG_SERVICE
/datum/design/large_grenade
name = "Large Grenade Casing"
desc = "A grenade that affects a larger area and use larger containers."
id = "large_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/grenade/chem_grenade/large
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/pyro_grenade
name = "Pyro Grenade Casing"
desc = "An advanced grenade that is able to self ignite its mixture."
id = "pyro_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/pyro
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cryo_grenade
name = "Cryo Grenade Casing"
desc = "An advanced grenade that rapidly cools its contents upon detonation."
id = "cryo_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/cryo
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/adv_grenade
name = "Advanced Release Grenade Casing"
desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
id = "adv_grenade"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
build_path = /obj/item/grenade/chem_grenade/adv_release
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/xray
name = "X-ray Laser Gun Part Kit (Lethal)"
desc = "Not quite as menacing as it sounds"
id = "xray_laser"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/gold =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 2, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/xray
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/ioncarbine
name = "Ion Carbine Part Kit (Nonlethal/Highly Destructive/Lethal (Silicons))"
desc = "How to Dismantle a Cyborg: The Gun."
id = "ioncarbine"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 3, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/weaponcrafting/gunkit/ion
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/wormhole_projector
name = "Bluespace Wormhole Projector"
desc = "A projector that emits high density quantum-coupled bluespace beams. Requires a bluespace anomaly core to function."
id = "wormholeprojector"
build_type = PROTOLATHE
materials = list(/datum/material/silver =SHEET_MATERIAL_AMOUNT, /datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/diamond =SHEET_MATERIAL_AMOUNT, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/gun/energy/wormhole_projector
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/stunshell
name = "Stun Shell"
desc = "A stunning shell for a shotgun."
id = "stunshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/stunslug
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/lasershell
name = "Scatter Laser Shotgun Shell (Lethal)"
desc = "A high-tech shotgun shell which houses an internal capacitor and laser focusing crystal inside of a shell casing. \
Able to be fired from conventional ballistic shotguns with minimal rifling degradation. Also leaves most targets covered \
in grotesque burns."
id = "lasershell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 2, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/ammo_casing/shotgun/scatterlaser
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/techshell
name = "Unloaded Technological Shotshell"
desc = "A high-tech shotgun shell which can be crafted into more advanced shells to produce unique effects. \
Does nothing on its own."
id = "techshotshell"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 2)
build_path = /obj/item/ammo_casing/shotgun/techshell
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/suppressor
name = "Suppressor"
desc = "A reverse-engineered suppressor that fits on most small arms with threaded barrels."
id = "suppressor"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/silver =SMALL_MATERIAL_AMOUNT*5)
build_path = /obj/item/suppressor
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_PARTS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
/datum/design/gravitygun
name = "One-point Gravitational Manipulator"
desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity. Requires a gravitational anomaly core to function."
id = "gravitygun"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium = SHEET_MATERIAL_AMOUNT * 4, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 6, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 6, /datum/material/diamond =SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/bluespace =SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/gun/energy/gravity_gun
category = list(
RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_SCIENCE
)
departmental_flags = DEPARTMENT_BITFLAG_SCIENCE
/datum/design/largecrossbow
name = "Energy Crossbow Part Kit (Less Lethal/Contraband)"
desc = "A kit to reverse-engineer a proto-kinetic accelerator into an energy crossbow, favored by syndicate infiltration teams and carp hunters."
id = "largecrossbow"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/uranium =HALF_SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT * 1.5)
build_path = /obj/item/weaponcrafting/gunkit/ebow
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
autolathe_exportable = FALSE
/datum/design/cleric_mace
name = "Cleric Mace"
desc = "A mace fit for a cleric. Useful for bypassing plate armor, but too bulky for much else."
id = "cleric_mace"
build_type = AUTOLATHE
materials = list(MAT_CATEGORY_ITEM_MATERIAL = SHEET_MATERIAL_AMOUNT * 6)
build_path = /obj/item/melee/cleric_mace
category = list(RND_CATEGORY_IMPORTED)
/datum/design/stun_boomerang
name = "OZtek Boomerang"
desc = "Uses reverse flow gravitodynamics to flip its personal gravity back to the thrower mid-flight. Also functions similar to a stun baton."
id = "stun_boomerang"
build_type = PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5, /datum/material/gold =SHEET_MATERIAL_AMOUNT)
build_path = /obj/item/melee/baton/security/boomerang
category = list(
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_RANGED
)
departmental_flags = DEPARTMENT_BITFLAG_SECURITY