Tyr Update Thing (#11713)

This commit is contained in:
FluffMedic
2025-09-21 17:07:58 -04:00
committed by GitHub
parent 40e617fe21
commit 76f927ead3
13 changed files with 2544 additions and 2349 deletions

View File

@@ -17,7 +17,7 @@
name = "energy ball"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "spikeenergyball"
damage = 60 //after remebering throwing things into walls deals bonus damage. Will that wall thwacking out damage this 5 bonus...yes. But shotgun likly wins most DPS tests anyway
damage = 45 //after remebering throwing things into walls deals bonus damage. Will that wall thwacking out damage this 5 bonus...yes. But shotgun likly wins most DPS tests anyway
armor_penetration = 60 //damage and AP matching makes brain happy for some reason. No real logic here, just brain saying yes, this is right
range = 8
speed = 5
@@ -28,7 +28,7 @@
name = "laser blast"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "shotgun_blast"
damage = 50
damage = 25
range = 5
check_armour = "bullet"
damage_type = BRUTE
@@ -45,14 +45,14 @@
name = "laser blast"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "blaster_blast"
damage = 60
damage = 35
range = 5
check_armour = "laser"
/obj/item/projectile/beam/precursor_tyr
name = "laser"
icon_state = "laser"
damage = 10
damage = 8
armor_penetration = 30
penetrating = 20
damage_type = BURN
@@ -68,27 +68,27 @@
range = 0
embed_chance = 0
spread_submunition_damage = FALSE
submunition_spread_max = 120
submunition_spread_max = 150
submunition_spread_min = 60
submunitions = list(/obj/item/projectile/beam/precursor_tyr = 5)
/obj/item/gun/energy/energyballchain
name = "remade prototype weapon"
desc = "A weapon created from strange alien junk and blueprints"
name = "tyrian energy club"
desc = "A strange alien weapon from tyr."
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "violence"
item_state = "violence"
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 2500 //Uses all it's charge in a single shot.
charge_cost = 625 //Uses all it's charge in a single shot.
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/energy/spikeenergy_ball
force = 30 //functions as a melee weapon too! Ain't great, but still works.
force = 45 //functions as a melee weapon too! Ain't great, but still works.
recoil_mode = 0
charge_meter = 1
@@ -97,15 +97,15 @@
one_handed_penalty = 50
/obj/item/gun/energy/curse_tyrshotgun
name = "remade prototype weapon"
desc = "A weapon created from strange alien junk and blueprints"
name = "tyrian enforcer firearm"
desc = "A strange alien weapon from tyr."
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "shotgun"
item_state = "shotgun"
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 500 //Five shots
charge_cost = 625 //Four shots
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
@@ -116,23 +116,23 @@
charge_meter = 1
firemodes = list(
list(mode_name="explosive", projectile_type=/obj/item/projectile/energy/wp_shotgun, charge_cost = 500),
list(mode_name="spray", projectile_type=/obj/item/projectile/bullet/tyrshotburst, charge_cost = 750),
list(mode_name="explosive", projectile_type=/obj/item/projectile/energy/wp_shotgun, charge_cost = 625),
list(mode_name="spray", projectile_type=/obj/item/projectile/bullet/tyrshotburst, charge_cost = 625),
)
move_delay = 0
one_handed_penalty = 50
/obj/item/gun/energy/curse_blaster
name = "remade prototype weapon"
desc = "A weapon created from strange alien junk and blueprints"
name = "tyrian infantry firearm"
desc = "A strange alien weapon from tyr."
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "solider_blaster"
item_state = "solider_blaster"
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 250
charge_cost = 625
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
@@ -145,28 +145,6 @@
move_delay = 0
one_handed_penalty = 50
/obj/item/gun/energy/curse_lasershooter
name = "remade prototype weapon"
desc = "A weapon created from strange alien junk and blueprints"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "crystal_blaster"
item_state = "crystal_blaster"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 250 //10 shots
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/beam/precursor_tyr
recoil_mode = 0
charge_meter = 1
move_delay = 0
one_handed_penalty = 50
/obj/item/cell/device/weapon/recharge/alien/tyr
name = "odd cell"
icon = 'icons/obj/abductor.dmi'
@@ -175,38 +153,6 @@
charge_amount = 250 // 10%.
charge_delay = 50 // Every five seconds, bit faster than the default.
/obj/item/gun/energy/weatherbombardment
name = "prototype cannon - Weather Bombardment"
desc = "A massive weapon torn of a precursor mech."
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "ultima"
item_state = "ultima"
w_class = ITEMSIZE_HUGE // This thing is big.
slot_flags = SLOT_BACK
one_handed_penalty = 70
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
battery_lock = 1
recoil_mode = 0
charge_meter = 1
move_delay = 0
firemodes = list(
list(mode_name="lighting storm", burst=1, fire_delay=15, projectile_type=/obj/item/projectile/beam/chain_lightning, charge_cost = 500),
list(mode_name="acid rain", burst=5, fire_delay=15, projectile_type=/obj/item/projectile/energy/neurotoxin/toxic, charge_cost = 50),
list(mode_name="meteor shower", burst=1, fire_delay=15, projectile_type=/obj/item/projectile/arc/fragmentation/metoerstrike, charge_cost = 500),
list(mode_name="starry night", burst=5, fire_delay=15, projectile_type=/obj/item/projectile/beam/medical_cell/omni, charge_cost = 50),
)
/obj/item/projectile/arc/fragmentation/metoerstrike
name = "fragmentation shot"
icon_state = "shell"
fragment_types = list(/obj/item/projectile/energy/spikeenergy_ball/slow)
fragment_amount = 10 // Same as a grenade.
spread_range = 60
/obj/item/projectile/energy/spikeenergy_ball/slow
speed = 15
range = 20