Small Tyr Update (#9193)

This commit is contained in:
FluffMedic
2024-10-10 18:47:36 -04:00
committed by GitHub
parent c5b84fcea5
commit 9114bb5514
8 changed files with 559 additions and 189 deletions

View File

@@ -19,7 +19,7 @@
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
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 = 7
range = 8
speed = 5
check_armour = "melee"
damage_type = BRUTE
@@ -28,8 +28,8 @@
name = "laser blast"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "shotgun_blast"
damage = 45
range = 3
damage = 50
range = 4
check_armour = "laser"
/obj/item/projectile/energy/wp_shotgun/on_hit(var/atom/movable/target, var/blocked = 0)
@@ -44,7 +44,7 @@
name = "laser blast"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "blaster_blast"
damage = 30
damage = 40
range = 5
check_armour = "laser"
@@ -54,7 +54,7 @@
damage = 30
damage_type = BURN
check_armour = "laser"
range = 4
range = 5
eyeblur = 0 //no no no no no
hitscan = 1
hud_state = "laser"
@@ -69,11 +69,11 @@
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 5000 //Uses all it's charge in a single shot.
charge_cost = 2500 //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
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.
@@ -93,11 +93,11 @@
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 1000 //Five shots
charge_cost = 500 //Five shots
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/energy/wp_shotgun
recoil_mode = 0
@@ -119,7 +119,7 @@
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/energy/wp_blaster
recoil_mode = 0
@@ -136,11 +136,11 @@
item_state = "crystal_blaster"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 250 //twenty shots
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
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/beam/precursor_tyr
recoil_mode = 0
@@ -148,3 +148,48 @@
move_delay = 0
one_handed_penalty = 50
/obj/item/cell/device/weapon/recharge/alien/tyr
name = "odd cell"
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 2500
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