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* New Shields and Sprites for them (#81615) ## About The Pull Request Updates shield sprites to new more polished and 3/4 perspective ones. <details>  </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>
453 lines
20 KiB
Plaintext
453 lines
20 KiB
Plaintext
/////////////////////////////////////////
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/////////////////Weapons/////////////////
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/////////////////////////////////////////
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/datum/design/c38/sec
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id = "sec_38"
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build_type = PROTOLATHE | AWAY_LATHE
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE //Redundant, there's already an autolathe version.
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/datum/design/c38_trac
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name = "Speed Loader (.38 TRAC) (Less Lethal)"
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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."
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id = "c38_trac"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/silver =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/ammo_box/c38/trac
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/c38_hotshot
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name = "Speed Loader (.38 Hot Shot) (Very Lethal)"
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desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload."
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id = "c38_hotshot"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5)
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build_path = /obj/item/ammo_box/c38/hotshot
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/c38_iceblox
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name = "Speed Loader (.38 Iceblox) (Lethal/Very Lethal (Lizardpeople))"
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desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload."
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id = "c38_iceblox"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10, /datum/material/plasma = SHEET_MATERIAL_AMOUNT * 2.5)
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build_path = /obj/item/ammo_box/c38/iceblox
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/c38_rubber
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name = "Speed Loader (.38 Rubber) (Less Lethal)"
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desc = "Designed to quickly reload revolvers. Rubber bullets are bouncy and less-than-lethal."
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id = "c38_rubber"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 10)
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build_path = /obj/item/ammo_box/c38/match/bouncy
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/rubbershot/sec
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id = "sec_rshot"
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desc = "Rubbershot shotgun shells. Fires a cloud of pellets. Rubber bullets are bouncy and less-than-lethal."
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build_type = PROTOLATHE | AWAY_LATHE
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE //Redundant
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/datum/design/beanbag_slug/sec
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id = "sec_beanbag_slug"
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desc = "Beangbag slug shotgun shells. Fires a single slug (a beanbag). Less-than-lethal."
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build_type = PROTOLATHE | AWAY_LATHE
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/shotgun_dart/sec
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id = "sec_dart"
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desc = "Dart shotgun shells. Fires a single projectile (a dart). Can be filled with chemicals, \
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which it injects upon striking a target. Otherwise, very weak."
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build_type = PROTOLATHE | AWAY_LATHE
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/incendiary_slug/sec
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id = "sec_Islug"
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desc = "Dart shotgun shells. Fires a single slug. Ignites a target upon hit, \
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and leaves a trail of fire as it flies through the air. Very user unfriendly, but effective."
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build_type = PROTOLATHE | AWAY_LATHE
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/mag_autorifle
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name = "WT-550 Autorifle Magazine (4.6x30mm)"
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desc = "A 20 round magazine for the out of date WT-550 Autorifle."
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id = "mag_autorifle"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2)
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build_path = /obj/item/ammo_box/magazine/wt550m9
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_AMMO
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/mag_autorifle/ap_mag
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name = "WT-550 Autorifle Armour Piercing Magazine (4.6x30mm AP)"
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desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
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id = "mag_autorifle_ap"
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6)
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build_path = /obj/item/ammo_box/magazine/wt550m9/wtap
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/mag_autorifle/ic_mag
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name = "WT-550 Autorifle Incendiary Magazine (4.6x30mm IC)"
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desc = "A 20 round armour piercing magazine for the out of date WT-550 Autorifle."
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id = "mag_autorifle_ic"
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 3, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/pin_testing
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name = "Test-Range Firing Pin"
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desc = "This safety firing pin allows firearms to be operated within proximity to a firing range."
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id = "pin_testing"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SMALL_MATERIAL_AMOUNT*5, /datum/material/glass =SMALL_MATERIAL_AMOUNT * 3)
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build_path = /obj/item/firing_pin/test_range
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/pin_mindshield
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name = "Mindshield Firing Pin"
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desc = "This is a security firing pin which only authorizes users who are mindshield-implanted."
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id = "pin_loyalty"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/silver = SMALL_MATERIAL_AMOUNT * 6, /datum/material/diamond = SMALL_MATERIAL_AMOUNT * 6, /datum/material/uranium =SMALL_MATERIAL_AMOUNT * 2)
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build_path = /obj/item/firing_pin/implant/mindshield
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/pin_explorer
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name = "Outback Firing Pin"
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desc = "This firing pin only shoots while ya ain't on station, fair dinkum!"
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id = "pin_explorer"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/silver =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron =SMALL_MATERIAL_AMOUNT*5)
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build_path = /obj/item/firing_pin/explorer
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_FIRING_PINS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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/datum/design/stunrevolver
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name = "Tesla Cannon Part Kit (Lethal)"
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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."
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id = "stunrevolver"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 5, /datum/material/silver = SHEET_MATERIAL_AMOUNT * 5)
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build_path = /obj/item/weaponcrafting/gunkit/tesla
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/nuclear_gun
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name = "Advanced Energy Gun Part Kit (Lethal/Nonlethal)"
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desc = "The kit for an energy gun with an experimental miniaturized reactor."
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id = "nuclear_gun"
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build_type = PROTOLATHE | AWAY_LATHE
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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)
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build_path = /obj/item/weaponcrafting/gunkit/nuclear
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/tele_shield
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name = "Telescopic Riot Shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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id = "tele_shield"
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build_type = PROTOLATHE | AWAY_LATHE
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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)
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build_path = /obj/item/shield/riot/tele
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/ballistic_shield
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name = "Ballistic Shield"
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desc = "A heavy shield designed for blocking projectiles, weaker to melee."
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id = "ballistic_shield"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/shield/ballistic
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_MELEE
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/beamrifle
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name = "Beam Marksman Rifle Part Kit (Lethal)"
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desc = "The gunkit for a powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets."
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id = "beamrifle"
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build_type = PROTOLATHE | AWAY_LATHE
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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)
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build_path = /obj/item/weaponcrafting/gunkit/beam_rifle
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/rapidsyringe
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name = "Rapid Syringe Gun"
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desc = "A gun that fires many syringes."
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id = "rapidsyringe"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/glass =HALF_SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/gun/syringe/rapidsyringe
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL //uwu
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/datum/design/temp_gun
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name = "Temperature Gun Part Kit (Less Lethal/Very Lethal (Lizardpeople))"
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desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
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id = "temp_gun"
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build_type = PROTOLATHE | AWAY_LATHE
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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)
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build_path = /obj/item/weaponcrafting/gunkit/temperature
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/flora_gun
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name = "Floral Somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
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id = "flora_gun"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT, /datum/material/glass =SMALL_MATERIAL_AMOUNT*5, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/gun/energy/floragun
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category = list(
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RND_CATEGORY_TOOLS + RND_SUBCATEGORY_TOOLS_BOTANY_ADVANCED
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)
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departmental_flags = DEPARTMENT_BITFLAG_SERVICE
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/datum/design/large_grenade
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name = "Large Grenade Casing"
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desc = "A grenade that affects a larger area and use larger containers."
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id = "large_grenade"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5)
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build_path = /obj/item/grenade/chem_grenade/large
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/pyro_grenade
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name = "Pyro Grenade Casing"
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desc = "An advanced grenade that is able to self ignite its mixture."
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id = "pyro_grenade"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/plasma =SMALL_MATERIAL_AMOUNT * 5)
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build_path = /obj/item/grenade/chem_grenade/pyro
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/cryo_grenade
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name = "Cryo Grenade Casing"
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desc = "An advanced grenade that rapidly cools its contents upon detonation."
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id = "cryo_grenade"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 5)
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build_path = /obj/item/grenade/chem_grenade/cryo
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/adv_grenade
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name = "Advanced Release Grenade Casing"
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desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
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id = "adv_grenade"
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build_type = PROTOLATHE | AWAY_LATHE
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materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 1.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 5)
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build_path = /obj/item/grenade/chem_grenade/adv_release
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category = list(
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RND_CATEGORY_EQUIPMENT + RND_SUBCATEGORY_EQUIPMENT_CHEMISTRY
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)
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departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
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/datum/design/xray
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name = "X-ray Laser Gun Part Kit (Lethal)"
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desc = "Not quite as menacing as it sounds"
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id = "xray_laser"
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build_type = PROTOLATHE | AWAY_LATHE
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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)
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build_path = /obj/item/weaponcrafting/gunkit/xray
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category = list(
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RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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)
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departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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autolathe_exportable = FALSE
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/datum/design/ioncarbine
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name = "Ion Carbine Part Kit (Nonlethal/Highly Destructive/Lethal (Silicons))"
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desc = "How to Dismantle a Cyborg: The Gun."
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|
id = "ioncarbine"
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build_type = PROTOLATHE | AWAY_LATHE
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|
materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 3, /datum/material/iron = SHEET_MATERIAL_AMOUNT * 4, /datum/material/uranium =SHEET_MATERIAL_AMOUNT)
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build_path = /obj/item/weaponcrafting/gunkit/ion
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category = list(
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|
RND_CATEGORY_WEAPONS + RND_SUBCATEGORY_WEAPONS_KITS
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|
)
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|
departmental_flags = DEPARTMENT_BITFLAG_SECURITY
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|
autolathe_exportable = FALSE
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/datum/design/wormhole_projector
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name = "Bluespace Wormhole Projector"
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desc = "A projector that emits high density quantum-coupled bluespace beams. Requires a bluespace anomaly core to function."
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|
id = "wormholeprojector"
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|
build_type = PROTOLATHE
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|
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
|