/obj/item/weapon/gun/energy/ionrifle name = "ion rifle" desc = "A man portable anti-armor weapon designed to disable mechanical threats" icon_state = "ionrifle" fire_sound = 'sound/weapons/Laser.ogg' origin_tech = "combat=2;magnets=4" w_class = 4.0 flags = FPRINT | TABLEPASS | CONDUCT slot_flags = SLOT_BACK charge_cost = 100 projectile_type = "/obj/item/projectile/ion" /obj/item/weapon/gun/energy/ionrifle/emp_act(severity) if(severity <= 2) power_supply.use(round(power_supply.maxcharge / severity)) update_icon() else return /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" fire_sound = 'sound/weapons/pulse3.ogg' origin_tech = "combat=5;materials=4;powerstorage=3" charge_cost = 100 projectile_type = "/obj/item/projectile/energy/declone" obj/item/weapon/gun/energy/staff name = "staff of change" desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself" icon = 'icons/obj/gun.dmi' icon_state = "staffofchange" item_state = "staffofchange" fire_sound = 'sound/weapons/emitter.ogg' flags = FPRINT | TABLEPASS | CONDUCT slot_flags = SLOT_BACK w_class = 4.0 charge_cost = 200 projectile_type = "/obj/item/projectile/change" origin_tech = null clumsy_check = 0 var/charge_tick = 0 New() ..() processing_objects.Add(src) Del() processing_objects.Remove(src) ..() process() charge_tick++ if(charge_tick < 4) return 0 charge_tick = 0 if(!power_supply) return 0 power_supply.give(200) return 1 update_icon() return click_empty(mob/user = null) if (user) user.visible_message("*fizzle*", "\red *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 artefact 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 = 100 /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 = "obj/item/gun.dmi" fire_sound = 'sound/effects/stealthoff.ogg' charge_cost = 100 projectile_type = "/obj/item/projectile/energy/floramut" origin_tech = "materials=2;biotech=3;powerstorage=3" modifystate = "floramut" var/charge_tick = 0 var/mode = 0 //0 = mutate, 1 = yield boost New() ..() processing_objects.Add(src) Del() processing_objects.Remove(src) ..() process() charge_tick++ if(charge_tick < 4) return 0 charge_tick = 0 if(!power_supply) return 0 power_supply.give(100) update_icon() return 1 attack_self(mob/living/user as mob) switch(mode) if(0) mode = 1 charge_cost = 100 user << "\red The [src.name] is now set to increase yield." projectile_type = "/obj/item/projectile/energy/florayield" modifystate = "florayield" if(1) mode = 0 charge_cost = 100 user << "\red The [src.name] is now set to induce mutations." projectile_type = "/obj/item/projectile/energy/floramut" modifystate = "floramut" update_icon() return /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" w_class = 4 projectile_type = "/obj/item/projectile/meteor" charge_cost = 100 cell_type = "/obj/item/weapon/cell/potato" clumsy_check = 0 //Admin spawn only, might as well let clowns use it. var/charge_tick = 0 var/recharge_time = 5 //Time it takes for shots to recharge (in ticks) New() ..() processing_objects.Add(src) Del() processing_objects.Remove(src) ..() process() charge_tick++ if(charge_tick < recharge_time) return 0 charge_tick = 0 if(!power_supply) return 0 power_supply.give(100) update_icon() return /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 = 1 /obj/item/weapon/gun/energy/mindflayer name = "mind flayer" desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon." icon_state = "xray" projectile_type = "/obj/item/projectile/beam/mindflayer" fire_sound = 'sound/weapons/Laser.ogg' obj/item/weapon/gun/energy/staff/focus name = "mental focus" desc = "An artefact 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" item_state = "focus" projectile_type = "/obj/item/projectile/forcebolt" /* attack_self(mob/living/user as mob) if(projectile_type == "/obj/item/projectile/forcebolt") charge_cost = 200 user << "\red The [src.name] will now strike a small area." projectile_type = "/obj/item/projectile/forcebolt/strong" else charge_cost = 100 user << "\red The [src.name] will now strike only a single person." projectile_type = "/obj/item/projectile/forcebolt" */