/obj/item/weapon/gun/energy/ionrifle name = "ion rifle" desc = "The NT Mk60 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. Not the best of its type." icon_state = "ionrifle" item_state = "ionrifle" wielded_item_state = "ionrifle-wielded" origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4) w_class = ITEMSIZE_LARGE force = 10 slot_flags = SLOT_BACK projectile_type = /obj/item/projectile/ion /obj/item/weapon/gun/energy/ionrifle/emp_act(severity) ..(max(severity, 4)) //so it doesn't EMP itself, I guess /obj/item/weapon/gun/energy/ionrifle/empty cell_type = null /obj/item/weapon/gun/energy/ionrifle/pistol name = "ion pistol" desc = "The NT Mk63 EW Pan is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. This model sacrifices capacity for portability." icon_state = "ionpistol" item_state = null w_class = ITEMSIZE_NORMAL force = 5 slot_flags = SLOT_BELT|SLOT_HOLSTER charge_cost = 480 projectile_type = /obj/item/projectile/ion/pistol /obj/item/weapon/gun/energy/decloner name = "biological demolecularisor" desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements." icon_state = "decloner" item_state = "decloner" origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_POWER = 3) projectile_type = /obj/item/projectile/energy/declone /obj/item/weapon/gun/energy/floragun name = "floral somatoray" desc = "A tool that discharges controlled radiation which induces mutation in plant cells." icon_state = "floramut100" item_state = "floramut" projectile_type = /obj/item/projectile/energy/floramut origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) modifystate = "floramut" cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 var/decl/plantgene/gene = null firemodes = list( list(mode_name="induce mutations", projectile_type=/obj/item/projectile/energy/floramut, modifystate="floramut"), list(mode_name="increase yield", projectile_type=/obj/item/projectile/energy/florayield, modifystate="florayield"), list(mode_name="induce specific mutations", projectile_type=/obj/item/projectile/energy/floramut/gene, modifystate="floramut"), ) /obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag) //allow shooting into adjacent hydrotrays regardless of intent if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics)) user.visible_message("\The [user] fires \the [src] into \the [target]!") Fire(target,user) return ..() /obj/item/weapon/gun/energy/floragun/verb/select_gene() set name = "Select Gene" set category = "Object" set src in view(1) var/genemask = input("Choose a gene to modify.") as null|anything in plant_controller.plant_gene_datums if(!genemask) return gene = plant_controller.plant_gene_datums[genemask] to_chat(usr, "You set the [src]'s targeted genetic area to [genemask].") return /obj/item/weapon/gun/energy/floragun/consume_next_projectile() . = ..() var/obj/item/projectile/energy/floramut/gene/G = . if(istype(G)) G.gene = gene /obj/item/weapon/gun/energy/meteorgun name = "meteor gun" desc = "For the love of god, make sure you're aiming this the right way!" icon_state = "riotgun" item_state = "c20r" slot_flags = SLOT_BELT|SLOT_BACK w_class = ITEMSIZE_LARGE projectile_type = /obj/item/projectile/meteor cell_type = /obj/item/weapon/cell/potato charge_cost = 100 self_recharge = 1 recharge_time = 5 //Time it takes for shots to recharge (in ticks) charge_meter = 0 /obj/item/weapon/gun/energy/meteorgun/pen name = "meteor pen" desc = "The pen is mightier than the sword." icon = 'icons/obj/bureaucracy.dmi' icon_state = "pen" item_state = "pen" w_class = ITEMSIZE_TINY slot_flags = SLOT_BELT /obj/item/weapon/gun/energy/mindflayer name = "mind flayer" desc = "A custom-built weapon of some kind." icon_state = "xray" projectile_type = /obj/item/projectile/beam/mindflayer /obj/item/weapon/gun/energy/toxgun name = "phoron pistol" desc = "A specialized firearm designed to fire lethal bolts of phoron." icon_state = "toxgun" w_class = ITEMSIZE_NORMAL origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4) projectile_type = /obj/item/projectile/energy/phoron /* Staves */ /obj/item/weapon/gun/energy/staff name = "staff of change" desc = "An artifact that spits bolts of coruscating energy which cause the target's very form to reshape itself." icon = 'icons/obj/gun.dmi' item_icons = null icon_state = "staffofchange" slot_flags = SLOT_BACK w_class = ITEMSIZE_LARGE charge_cost = 480 projectile_type = /obj/item/projectile/change origin_tech = null cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 charge_meter = 0 /obj/item/weapon/gun/energy/staff/special_check(var/mob/user) if((user.mind && !wizards.is_antagonist(user.mind))) to_chat(usr, "You focus your mind on \the [src], but nothing happens!") return 0 return ..() /obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null) if (user) user.visible_message("*fizzle*", "*fizzle*") else src.visible_message("*fizzle*") playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1) /* /obj/item/weapon/gun/energy/staff/animate name = "staff of animation" desc = "An artifact that spits bolts of life force, which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines." projectile_type = /obj/item/projectile/animate charge_cost = 240 */ obj/item/weapon/gun/energy/staff/focus name = "mental focus" desc = "An artifact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out." icon = 'icons/obj/wizard.dmi' icon_state = "focus" slot_flags = SLOT_BACK projectile_type = /obj/item/projectile/forcebolt /* attack_self(mob/living/user as mob) if(projectile_type == "/obj/item/projectile/forcebolt") charge_cost = 400 to_chat(user, "The [src.name] will now strike a small area.") projectile_type = "/obj/item/projectile/forcebolt/strong" else charge_cost = 200 to_chat(user, "The [src.name] will now strike only a single person.") projectile_type = "/obj/item/projectile/forcebolt" */ /obj/item/weapon/gun/energy/dakkalaser name = "suppression gun" desc = "A massive weapon designed to pressure the opposition by raining down a torrent of energy pellets." icon_state = "dakkalaser" item_state = "dakkalaser" wielded_item_state = "dakkalaser-wielded" w_class = ITEMSIZE_HUGE charge_cost = 24 // 100 shots, it's a spray and pray (to RNGesus) weapon. projectile_type = /obj/item/projectile/energy/blue_pellet cell_type = /obj/item/weapon/cell/device/weapon/recharge battery_lock = 1 accuracy = 75 // Suppressive weapons don't work too well if there's no risk of being hit. burst_delay = 1 // Burst faster than average. origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6) firemodes = list( list(mode_name="single shot", burst = 1, burst_accuracy = list(75), dispersion = list(0), charge_cost = 24), list(mode_name="five shot burst", burst = 5, burst_accuracy = list(75,75,75,75,75), dispersion = list(1,1,1,1,1)), list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(75,75,75,75,75,75,75,75,75,75), dispersion = list(2,2,2,2,2,2,2,2,2,2)), ) /obj/item/weapon/gun/energy/maghowitzer name = "portable MHD howitzer" desc = "A massive weapon designed to destroy fortifications with a stream of molten tungsten." description_fluff = "A weapon designed by joint cooperation of NanoTrasen, Hephaestus, and SCG scientists. Everything else is red tape and black highlighters." description_info = "This weapon requires a wind-up period before being able to fire. Clicking on a target will create a beam between you and its turf, starting the timer. Upon completion, it will fire at the designated location." icon_state = "mhdhowitzer" item_state = "mhdhowitzer" wielded_item_state = "mhdhowitzer-wielded" w_class = ITEMSIZE_HUGE charge_cost = 10000 // Uses large cells, can at max have 3 shots. projectile_type = /obj/item/projectile/beam/tungsten cell_type = /obj/item/weapon/cell/high accept_cell_type = /obj/item/weapon/cell accuracy = 75 charge_meter = 0 one_handed_penalty = 30 var/power_cycle = FALSE /obj/item/weapon/gun/energy/maghowitzer/proc/pick_random_target(var/turf/T) var/foundmob = FALSE var/foundmobs = list() for(var/mob/living/L in T.contents) foundmob = TRUE foundmobs += L if(foundmob) var/return_target = pick(foundmobs) return return_target return FALSE /obj/item/weapon/gun/energy/maghowitzer/attack(atom/A, mob/living/user, def_zone) if(power_cycle) to_chat(user, "\The [src] is already powering up!") return 0 var/turf/target_turf = get_turf(A) var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3) if(beameffect) user.visible_message("[user] aims \the [src] at \the [A].") if(power_supply && power_supply.charge >= charge_cost) //Do a delay for pointblanking too. power_cycle = TRUE if(do_after(user, 30)) if(A.loc == target_turf) ..(A, user, def_zone) else var/rand_target = pick_random_target(target_turf) if(rand_target) ..(rand_target, user, def_zone) else ..(target_turf, user, def_zone) else if(beameffect) qdel(beameffect) power_cycle = FALSE else ..(A, user, def_zone) //If it can't fire, just bash with no delay. /obj/item/weapon/gun/energy/maghowitzer/afterattack(atom/A, mob/living/user, adjacent, params) if(power_cycle) to_chat(user, "\The [src] is already powering up!") return 0 var/turf/target_turf = get_turf(A) var/beameffect = user.Beam(target_turf,icon_state="sat_beam",icon='icons/effects/beam.dmi',time=31, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3) if(beameffect) user.visible_message("[user] aims \the [src] at \the [A].") if(!power_cycle) power_cycle = TRUE if(do_after(user, 30)) if(A.loc == target_turf) ..(A, user, adjacent, params) else var/rand_target = pick_random_target(target_turf) if(rand_target) ..(rand_target, user, adjacent, params) else ..(target_turf, user, adjacent, params) else if(beameffect) qdel(beameffect) handle_click_empty(user) power_cycle = FALSE else to_chat(user, "\The [src] is already powering up!")