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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-01-03 05:52:43 +00:00
adds the relevant things (#5402)
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//Ratvarian spear: A relatively fragile spear from the Celestial Derelict. Deals extreme damage to silicons and enemy cultists, but doesn't last long when summoned.
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/obj/item/weapon/ratvarian_spear
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name = "ratvarian spear"
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desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
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icon = 'modular_chomp/icons/obj/clockwork_objects.dmi'
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icon_state = "ratvarian_spear"
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item_state = "ratvarian_spear"
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item_icons = list(slot_l_hand_str = 'modular_chomp/icons/mob/items/clockwork_lefthand.dmi', slot_r_hand_str = 'modular_chomp/icons/mob/items/clockwork_righthand.dmi')
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force = 20
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throwforce = 30
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armor_penetration = 10
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sharp = TRUE
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edge = TRUE
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attack_verb = list("stabbed", "poked", "slashed")
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hitsound = 'sound/weapons/bladeslice.ogg'
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w_class = ITEMSIZE_HUGE
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@@ -20,7 +20,10 @@
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boot_type = /obj/item/clothing/shoes/magboots/rig/ch/clockwork
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cell_type = /obj/item/weapon/cell/clockwork
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allowed = list(
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allowed = list(/obj/item/device/flashlight,
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/obj/item/weapon/tank,/obj/item/device/suit_cooling_unit,/obj/item/weapon/storage/bag/ore,
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/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd,/obj/item/weapon/storage/backpack,
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/obj/item/device/bluespaceradio, /obj/item/device/defib_kit, /obj/item/weapon/ratvarian_spear
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)
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initial_modules = list(
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@@ -57,7 +60,7 @@
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name = "hierophant ansible"
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desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held. Due to it's size and the apparent electrical arc, it might be useful as a battery?"
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origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
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icon = 'icons/obj/clockwork_objects.dmi'
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icon = 'modular_chomp/icons/obj/clockwork_objects.dmi'
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icon_state = "hierophant_ansible"
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maxcharge = 4800 //same stats as a void cell, but slower at recharging itself
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charge_amount = 120
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@@ -0,0 +1,91 @@
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//clockcult gun
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/obj/item/weapon/gun/energy/clockwork
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name = "clockwork rifle"
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desc = "A rifle that looks to be made entirely out of brass. It has a charging handle on the side, but doesn't seem to have a way to eject the magazine underneath."
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icon = 'modular_chomp/icons/obj/guns/clockwork/guns_ch.dmi'
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icon_state = "clockrifle"
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item_state = "clockrifle"
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wielded_item_state = "clockrifle-wielded"
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slot_flags = SLOT_BACK
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item_icons = list(slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_guns_ch.dmi', slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_guns_ch.dmi', "slot_back" = 'modular_chomp/icons/mob/guns_back_ch.dmi')
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/bullet/rifle/clockwork
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w_class = ITEMSIZE_HUGE
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one_handed_penalty = 90
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accuracy = 45
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charge_cost = 300
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battery_lock = 1
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unacidable = TRUE
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var/recharging = 0
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var/phase_power = 2400
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firemodes = list(
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list(mode_name="burst", burst=3, fire_delay=8, projectile_type=/obj/item/projectile/bullet/rifle/clockwork, charge_cost = 80),
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list(mode_name="volt beam", fire_delay=12, projectile_type=/obj/item/projectile/beam/shock/clockwork, charge_cost = 2400),
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)
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cell_type = /obj/item/weapon/cell/device/weapon/empproof
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/obj/item/weapon/gun/energy/clockwork/unload_ammo(var/mob/user)
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if(recharging)
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return
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recharging = 1
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update_icon()
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playsound(src,'modular_chomp/sound/weapons/clockwork/clockwork_cock.ogg',25,1)
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user.visible_message("<span class='notice'>[user] pulls the charging handle on \the [src] and it whirrs to life!</span>", \
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"<span class='notice'>You pull the charging handle on \the [src] and begin the reloading sequence.</span>")
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playsound(src,'modular_chomp/sound/weapons/clockwork/cwc_rifle_fabricate.ogg',25,5)
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while(recharging)
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if(!do_after(user, 50, src))
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break
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user.hud_used.update_ammo_hud(user, src)
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if(power_supply.give(phase_power) < phase_power)
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break
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recharging = 0
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update_icon()
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user.hud_used.update_ammo_hud(user, src) // Update one last time once we're finished!
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/obj/item/projectile/bullet/rifle/clockwork
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fire_sound = 'modular_chomp/sound/weapons/clockwork/cwc_rifle_fire.ogg'
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damage = 20
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hud_state = "rifle_heavy"
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/obj/item/projectile/beam/shock/clockwork
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name = "shock beam"
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fire_sound = 'modular_chomp/sound/weapons/clockwork/voltbeam_fire.ogg'
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icon_state = "lightning"
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damage_type = ELECTROCUTE
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muzzle_type = /obj/effect/projectile/muzzle/voltbeam
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tracer_type = /obj/effect/projectile/tracer/voltbeam
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impact_type = /obj/effect/projectile/impact/voltbeam
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damage = 40
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agony = 15
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eyeblur = 2
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hitsound = 'sound/effects/lightningshock.ogg'
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hitsound_wall = 'modular_chomp/sound/weapons/clockwork/voltbeamsearwall.ogg'
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hud_state = "taser"
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/obj/effect/projectile/muzzle/voltbeam
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icon = 'modular_chomp/icons/obj/guns/clockwork/projectiles_tracer_ch.dmi'
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icon_state = "muzzle_volt_ray"
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light_range = 2
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light_power = 1
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light_color = "#DAAA18"
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/obj/effect/projectile/tracer/voltbeam
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icon = 'modular_chomp/icons/obj/guns/clockwork/projectiles_tracer_ch.dmi'
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icon_state = "volt_ray"
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light_range = 2
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light_power = 1
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light_color = "#DAAA18"
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/obj/effect/projectile/impact/voltbeam
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icon = 'modular_chomp/icons/obj/guns/clockwork/projectiles_tracer_ch.dmi'
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icon_state = "impact_volt_ray"
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light_range = 2
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light_power = 1
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light_color = "#DAAA18"
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