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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2026-08-29 16:19:36 +01:00
Another Tyr Update (#9924)
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@@ -188,3 +188,82 @@
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submunition_spread_min = 200
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submunitions = list(/obj/item/projectile/energy/redlighting = 3)
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hud_state = "laser_sniper"
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/obj/item/projectile/energy/mechahack
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name = "remote hack"
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icon = 'modular_chomp/icons/obj/guns/precursor/eclipse.dmi'
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icon_state = "databreach"
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nodamage = 1
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irradiate = 3
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speed = 1 //a bit faster due to the source having a 3 second wind up
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/obj/item/projectile/energy/mechahack/on_hit(var/atom/target)
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. = ..()
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if(istype(target, /obj/mecha))
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remote_eject(target)
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/obj/item/projectile/energy/mechahack/proc/remote_eject(obj/mecha/M)
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if(!M)
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return
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visible_message(span_critical("\The [M] is remotly hacked and ejects [M.occupant]!"))
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M.go_out()
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/obj/item/projectile/energy/lightingspark
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name = "lighting spark"
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icon_state = "spark"
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nodamage = 1
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damage_type = HALLOSS
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speed = 2
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var/power = 35 //How hard it will hit for with electrocute_act(), decreases with each bounce.
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/obj/item/projectile/energy/lightingspark/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier=0)
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//First we shock the guy we just hit.
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if(ishuman(target_mob))
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var/mob/living/carbon/human/H = target_mob
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var/obj/item/organ/external/affected = H.get_organ(check_zone(BP_TORSO))
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H.electrocute_act(power, src, H.get_siemens_coefficient_organ(affected), affected, 0)
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else
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target_mob.electrocute_act(power, src, 0.75, BP_TORSO)
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/obj/item/projectile/bullet/crystaline
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name = "crystal bullet"
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icon = 'modular_chomp/icons/obj/guns/precursor/eclipse.dmi'
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icon_state = "crystal"
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damage = 30
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armor_penetration = 20
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embed_chance = 0
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speed = 2
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/obj/item/projectile/energy/eclipse
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name = "experimental laser"
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icon = 'modular_chomp/icons/obj/guns/precursor/eclipse.dmi'
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icon_state = "laser"
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check_armour = "laser"
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damage = 30
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armor_penetration = 20
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speed = 2
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//The normal laser is easier to guard, but can chain screw ups easier
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/obj/item/projectile/energy/eclipse/lorge
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damage = 50
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armor_penetration = 20
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eyeblur = 3
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icon_state = "mega_laser"
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speed = 15
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/obj/item/projectile/energy/eclipse/lorgealien
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damage = 50
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armor_penetration = 40
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icon_state = "mega_laser_p"
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speed = 15
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/obj/item/projectile/bullet/crystalineburst
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use_submunitions = 1
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range = 0
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embed_chance = 0
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spread_submunition_damage = FALSE
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submunition_spread_max = 120
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submunition_spread_min = 60
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submunitions = list(/obj/item/projectile/bullet/crystaline = 5)
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@@ -30,7 +30,8 @@
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icon_state = "shotgun_blast"
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damage = 50
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range = 5
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check_armour = "laser"
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check_armour = "bullet"
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damage_type = BRUTE
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/obj/item/projectile/energy/wp_shotgun/on_hit(var/atom/movable/target, var/blocked = 0)
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if(isliving(target))
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@@ -51,7 +52,9 @@
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/obj/item/projectile/beam/precursor_tyr
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name = "laser"
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icon_state = "laser"
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damage = 50
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damage = 20
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armor_penetration = 30
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penetrating = 20
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damage_type = BURN
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check_armour = "laser"
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range = 5
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@@ -60,6 +63,15 @@
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hud_state = "laser"
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hud_state_empty = "battery_empty"
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/obj/item/projectile/bullet/tyrshotburst
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use_submunitions = 1
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range = 0
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embed_chance = 0
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spread_submunition_damage = FALSE
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submunition_spread_max = 120
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submunition_spread_min = 60
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submunitions = list(/obj/item/projectile/beam/precursor_tyr = 5)
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/obj/item/gun/energy/energyballchain
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name = "remade prototype weapon"
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desc = "A weapon created from strange alien junk and blueprints"
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@@ -103,6 +115,11 @@
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recoil_mode = 0
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charge_meter = 1
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firemodes = list(
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list(mode_name="explosive", projectile_type=/obj/item/projectile/energy/wp_shotgun, charge_cost = 500),
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list(mode_name="spray", projectile_type=/obj/item/projectile/bullet/tyrshotburst, charge_cost = 750),
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)
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move_delay = 0
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one_handed_penalty = 50
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