//Okay, so we have currently have four prototype //A crystal, enginge, core and a hilt. //So four weapons although the alien junk is interchangeable cause fun //All tyr weapons are battery locked, and cannot have their cell changed but self recharge. //Also short range //So hilt, ball and chain wierd weapon. Has actual melee damage. Projectile is slow, recharge is slow, night no ammo, range of seven //Basic medium size blaster. Range of 5. Core base //Shotgun type weapon. Range of 3. Small knockback of foes, high damage. Engine //Now the crystal weapon...laser Range of 4. //Damages be funky to figure out good numbers for //The energy ball and shot gun get 35 damage for being similair bits of high risk and high reward. the BnC will take a whilst to recharge/ //So if you miss, you're stuck with a middling melee weapon for a bit. //Whilst the shot gun has more shots, but you need to get up closih. //Chain gets AP whilst shotgun gets knockback /obj/item/projectile/energy/spikeenergy_ball 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 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 check_armour = "melee" damage_type = BRUTE /obj/item/projectile/energy/wp_shotgun name = "laser blast" icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi' icon_state = "shotgun_blast" damage = 50 range = 4 check_armour = "laser" /obj/item/projectile/energy/wp_shotgun/on_hit(var/atom/movable/target, var/blocked = 0) if(isliving(target)) var/mob/living/L = target var/throwdir = get_dir(firer,L) L.throw_at(get_edge_target_turf(L, throwdir), 3, 10) return 1 //The blaster has 1 more range but lacks hitscan whilst the laser has 1 less range but has hitscan. /obj/item/projectile/energy/wp_blaster name = "laser blast" icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi' icon_state = "blaster_blast" damage = 40 range = 5 check_armour = "laser" /obj/item/projectile/beam/precursor_tyr name = "laser" icon_state = "laser" damage = 30 damage_type = BURN check_armour = "laser" range = 5 eyeblur = 0 //no no no no no hitscan = 1 hud_state = "laser" hud_state_empty = "battery_empty" /obj/item/gun/energy/energyballchain 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 = "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. 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. recoil_mode = 0 charge_meter = 1 move_delay = 0 one_handed_penalty = 50 /obj/item/gun/energy/curse_tyrshotgun 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 = "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 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/wp_shotgun recoil_mode = 0 charge_meter = 1 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" 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 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/wp_blaster recoil_mode = 0 charge_meter = 1 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' 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