<<<<<<< HEAD /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(DEFAULT_WALL_MATERIAL = 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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "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("gold" = 5000,"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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" // 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(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "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(DEFAULT_WALL_MATERIAL = 3750, "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(DEFAULT_WALL_MATERIAL = 4000) build_path = /obj/item/weapon/storage/box/stunshells 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(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/storage/box/empshells sort_string = "MABBC" // Phase weapons /datum/design/item/weapon/phase/AssembleDesignName() ..() name = "Phase weapon prototype ([item_name])" /**/ //VOREStation Removal Start // Chomp Edit : uncomment those weapons /datum/design/item/weapon/phase/phase_pistol id = "phasepistol" req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2) materials = list(DEFAULT_WALL_MATERIAL = 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(DEFAULT_WALL_MATERIAL = 6000, "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(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750) build_path = /obj/item/weapon/gun/energy/phasegun/cannon sort_string = "MACAD" /**/ //VOREStation Removal End // Chomp Edit : uncomment those weapons // 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(DEFAULT_WALL_MATERIAL = 5000, "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(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "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(DEFAULT_WALL_MATERIAL = 5000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "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(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "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(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "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(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "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, "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(DEFAULT_WALL_MATERIAL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA" ||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811 /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(DEFAULT_WALL_MATERIAL = 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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "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("gold" = 5000,"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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "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(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" // 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(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "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(DEFAULT_WALL_MATERIAL = 3750, "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(DEFAULT_WALL_MATERIAL = 4000) build_path = /obj/item/weapon/storage/box/stunshells 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(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/storage/box/empshells 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(DEFAULT_WALL_MATERIAL = 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(DEFAULT_WALL_MATERIAL = 6000, "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(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "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(DEFAULT_WALL_MATERIAL = 5000, "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(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "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(DEFAULT_WALL_MATERIAL = 5000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "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(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "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(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "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(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "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, "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(DEFAULT_WALL_MATERIAL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA" ======= /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(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 30) 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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500, MAT_COPPER = 50) 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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000, MAT_COPPER = 50) 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_TITANIUM = 5000, MAT_BOROSILICATE = 1000, "diamond" = 2000, MAT_COPPER = 50) 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_TITANIUM = 2750, "gold" = 5000,"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_ALUMINIUM = 5000, "glass" = 500, "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_ALUMINIUM = 2000, "glass" = 500, "uranium" = 500) build_path = /obj/item/weapon/gun/energy/floragun sort_string = "MAAAG" // 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(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "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(DEFAULT_WALL_MATERIAL = 3750, "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(DEFAULT_WALL_MATERIAL = 4000) build_path = /obj/item/weapon/storage/box/stunshells 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(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000) build_path = /obj/item/weapon/storage/box/empshells sort_string = "MABBC" /datum/design/item/weapon/ballistic/ammo/ptrshell name = "14.5mm shell" desc = "A dense-core projectile fired from a small cannon." id = "ptrshell" req_tech = list(TECH_COMBAT = 7, TECH_ILLEGAL = 4) materials = list(MAT_TITANIUM = 4000, MAT_URANIUM = 500, MAT_PLASTEEL = 500) build_path = /obj/item/ammo_casing/a145 sort_string = "MABBD" // 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(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 30) 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(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500, MAT_COPPER = 40) 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(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, MAT_COPPER = 20) 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(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "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(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, MAT_COPPER = 30) 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(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "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(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "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(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "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(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "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(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "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, "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(DEFAULT_WALL_MATERIAL = 3000) build_path = /obj/item/weapon/grenade/chem_grenade/large sort_string = "MCAAA" >>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811