/datum/design/item/weapon/AssembleDesignName() ..() name = "Weapon prototype ([item_name])" /datum/design/item/weapon/ammo/AssembleDesignName() ..() name = "Weapon ammo prototype ([item_name])" /datum/design/item/weapon/AssembleDesignDesc() if(!desc) if(build_path) var/obj/item/I = build_path desc = initial(I.desc) ..() // Energy weapons /datum/design/item/weapon/energy/AssembleDesignName() ..() name = "Energy weapon prototype ([item_name])" /datum/design/item/weapon/energy/stunrevolver id = "stunrevolver" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/stunrevolver sort_string = "MAAAA" /datum/design/item/weapon/energy/nuclear_gun id = "nuclear_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3) materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, MAT_URANIUM = 500) build_path = /obj/item/weapon/gun/energy/gun/nuclear sort_string = "MAAAB" /datum/design/item/weapon/energy/phoronpistol id = "ppistol" req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000, MAT_PHORON = 3000) build_path = /obj/item/weapon/gun/energy/toxgun sort_string = "MAAAC" /datum/design/item/weapon/energy/lasercannon desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core." id = "lasercannon" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) materials = list(MAT_STEEL = 10000, MAT_GLASS = 1000, MAT_DIAMOND = 2000) build_path = /obj/item/weapon/gun/energy/lasercannon sort_string = "MAAAD" /datum/design/item/weapon/energy/decloner id = "decloner" req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6) materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000) build_path = /obj/item/weapon/gun/energy/decloner sort_string = "MAAAE" /datum/design/item/weapon/energy/temp_gun desc = "A gun that shoots high-powered glass-encased energy temperature bullets." id = "temp_gun" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2) materials = list(MAT_STEEL = 5000, MAT_GLASS = 500, MAT_SILVER = 3000) build_path = /obj/item/weapon/gun/energy/temperature sort_string = "MAAAF" /datum/design/item/weapon/energy/flora_gun id = "flora_gun" req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_URANIUM = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" /datum/design/item/weapon/energy/vinstunrevolver id = "vinstunrevolver" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2) materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/stunrevolver/vintage sort_string = "MAAAH" // Ballistic weapons /datum/design/item/weapon/ballistic/AssembleDesignName() ..() name = "Ballistic weapon prototype ([item_name])" /datum/design/item/weapon/ballistic/advanced_smg id = "smg" desc = "An advanced 9mm SMG with a reflective laser optic." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) materials = list(MAT_STEEL = 8000, MAT_SILVER = 2000, MAT_DIAMOND = 1000) build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg sort_string = "MABAA" // Ballistic ammo /datum/design/item/weapon/ballistic/ammo/AssembleDesignName() ..() name = "Ballistic weapon ammo prototype ([name])" /datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced name = "9mm magazine" id = "ammo_9mm" desc = "A 21 round magazine for an advanced 9mm SMG." req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3) materials = list(MAT_STEEL = 3750, MAT_SILVER = 100) // Requires silver for proprietary magazines! Or something. build_path = /obj/item/ammo_magazine/m9mmAdvanced sort_string = "MABBA" /datum/design/item/weapon/ballistic/ammo/stunshell name = "stun shells" desc = "A stunning shell for a shotgun." id = "stunshell" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3) materials = list(MAT_STEEL = 4000) build_path = /obj/item/ammo_magazine/ammo_box/b12g/stunshell sort_string = "MABBB" /datum/design/item/weapon/ballistic/ammo/empshell name = "emp shells" desc = "An electromagnetic shell for a shotgun." id = "empshell" req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3) materials = list(MAT_STEEL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/ammo_magazine/ammo_box/b12g/emp sort_string = "MABBC" // Phase weapons /datum/design/item/weapon/phase/AssembleDesignName() ..() name = "Phase weapon prototype ([item_name])" /* //VOREStation Removal Start /datum/design/item/weapon/phase/phase_pistol id = "phasepistol" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2) materials = list(MAT_STEEL = 4000) build_path = /obj/item/weapon/gun/energy/phasegun/pistol sort_string = "MACAA" /datum/design/item/weapon/phase/phase_carbine id = "phasecarbine" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2) materials = list(MAT_STEEL = 6000, MAT_GLASS = 1500) build_path = /obj/item/weapon/gun/energy/phasegun sort_string = "MACAB" /datum/design/item/weapon/phase/phase_rifle id = "phaserifle" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3) materials = list(MAT_STEEL = 7000, MAT_GLASS = 2000, MAT_SILVER = 500) build_path = /obj/item/weapon/gun/energy/phasegun/rifle sort_string = "MACAC" /datum/design/item/weapon/phase/phase_cannon id = "phasecannon" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4) materials = list(MAT_STEEL = 10000, MAT_GLASS = 2000, MAT_SILVER = 1000, MAT_DIAMOND = 750) build_path = /obj/item/weapon/gun/energy/phasegun/cannon sort_string = "MACAD" */ //VOREStation Removal End // Other weapons /datum/design/item/weapon/rapidsyringe id = "rapidsyringe" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000) build_path = /obj/item/weapon/gun/launcher/syringe/rapid sort_string = "MADAA" /datum/design/item/weapon/dartgun desc = "A gun that fires small hollow chemical-payload darts." id = "dartgun_r" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1) materials = list(MAT_STEEL = 5000, MAT_GOLD = 5000, MAT_SILVER = 2500, MAT_GLASS = 750) build_path = /obj/item/weapon/gun/projectile/dartgun/research sort_string = "MADAB" /datum/design/item/weapon/chemsprayer desc = "An advanced chem spraying device." id = "chemsprayer" req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2) materials = list(MAT_STEEL = 5000, MAT_GLASS = 1000) build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer sort_string = "MADAC" /datum/design/item/weapon/fuelrod id = "fuelrod_gun" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5) materials = list(MAT_STEEL = 10000, MAT_GLASS = 2000, MAT_GOLD = 500, MAT_SILVER = 500, MAT_URANIUM = 1000, MAT_PHORON = 3000, MAT_DIAMOND = 1000) build_path = /obj/item/weapon/gun/magnetic/fuelrod sort_string = "MADAD" // Ammo for those /datum/design/item/weapon/ammo/dartgunmag_small id = "dartgun_mag_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) materials = list(MAT_STEEL = 300, MAT_GOLD = 100, MAT_SILVER = 100, MAT_GLASS = 300) build_path = /obj/item/ammo_magazine/chemdart/small sort_string = "MADBA" /datum/design/item/weapon/ammo/dartgun_ammo_small id = "dartgun_ammo_s" req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) materials = list(MAT_STEEL = 50, MAT_GOLD = 30, MAT_SILVER = 30, MAT_GLASS = 50) build_path = /obj/item/ammo_casing/chemdart/small sort_string = "MADBB" /datum/design/item/weapon/ammo/dartgunmag_med id = "dartgun_mag_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) materials = list(MAT_STEEL = 500, MAT_GOLD = 150, MAT_SILVER = 150, MAT_DIAMOND = 200, MAT_GLASS = 400) build_path = /obj/item/ammo_magazine/chemdart sort_string = "MADBC" /datum/design/item/weapon/ammo/dartgun_ammo_med id = "dartgun_ammo_m" req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1) materials = list(MAT_STEEL = 80, MAT_GOLD = 40, MAT_SILVER = 40, MAT_GLASS = 60) build_path = /obj/item/ammo_casing/chemdart sort_string = "MADBD" /datum/design/item/weapon/ammo/flechette id = "magnetic_ammo" req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4) materials = list(MAT_STEEL = 500, MAT_GOLD = 300, MAT_GLASS = 150, MAT_PHORON = 100) build_path = /obj/item/weapon/magnetic_ammo sort_string = "MADBE" // Melee weapons /datum/design/item/weapon/melee/AssembleDesignName() ..() name = "Melee weapon prototype ([item_name])" /datum/design/item/weapon/melee/esword name = "Portable Energy Blade" id = "chargesword" req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1) materials = list(MAT_PLASTEEL = 3500, MAT_GLASS = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500) build_path = /obj/item/weapon/melee/energy/sword/charge sort_string = "MBAAA" /datum/design/item/weapon/melee/eaxe name = "Energy Axe" id = "chargeaxe" req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4) materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500) build_path = /obj/item/weapon/melee/energy/axe/charge sort_string = "MBAAB" // Grenade stuff /datum/design/item/weapon/grenade/AssembleDesignName() ..() name = "Grenade casing prototype ([item_name])" /datum/design/item/weapon/grenade/large_grenade id = "large_Grenade" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) materials = list(MAT_STEEL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA"