//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 = 45 //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 penetrating = 2 check_armour = "melee" damage_type = BRUTE /obj/item/projectile/energy/tyr_rifle name = "laser blast" icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi' icon_state = "blaster_blast" damage = 35 armor_penetration = 15 range = 6 penetrating = 2 check_armour = "laser" /obj/item/projectile/beam/precursor_tyr name = "laser" icon_state = "laser" damage = 9 armor_penetration = 40 penetrating = 2 damage_type = BURN check_armour = "laser" range = 4 eyeblur = 0 //no no no no no hitscan = 1 hud_state = "laser" hud_state_empty = "battery_empty" /obj/item/projectile/bullet/tyrshotburst use_submunitions = 1 range = 0 embed_chance = 0 spread_submunition_damage = FALSE submunition_spread_max = 180 submunition_spread_min = 80 submunitions = list(/obj/item/projectile/beam/precursor_tyr = 7) /obj/item/gun/energy/tyr_rifle name = "tyrian longarm" desc = "A strange alien weapon from tyr. Has a button to swap fire modes." 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 = 160 //15 shots sort of 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/tyr_rifle force = 35 recoil_mode = 0 charge_meter = 1 firemodes = list( list(mode_name="single", projectile_type=/obj/item/projectile/energy/tyr_rifle, charge_cost = 160), list(mode_name="area", projectile_type=/obj/item/projectile/bullet/tyrshotburst, charge_cost = 312), ) 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/projectile/energy/spikeenergy_ball/slow speed = 15 range = 20 /obj/item/projectile/energy/eclipse/tyrjavelin //Five hits ought to end you name = "energy javelin" icon_state = "javelin" damage_type = SEARING check_armour = "melee" damage = 20 //16 with intended armor armor_penetration = 20 speed = 10 color = "#FF6600" modifier_type_to_apply = /datum/modifier/deep_wounds //reduced healing modifier_duration = 1 MINUTE /obj/item/projectile/energy/eclipse/tyrjavelin/speed speed = 7 /obj/item/projectile/energy/eclipse/tyrjavelin/super_slow speed = 15 damage = 30 /obj/item/projectile/bullet/astral_blade name = "bluespace slash" icon_state = "astral_sea_blade" icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi' damage = 25 //15 damage_type = BRUTE check_armour = "melee" embed_chance = 0 speed = 15 penetrating = 5 crawl_destroy = TRUE /obj/item/projectile/bullet/astral_blade/artillery range = 3 /obj/item/projectile/bullet/astral_blade/artillery/secondary damage = 15 speed = 0.5 /obj/item/projectile/bullet/astral_blade/short damage = 20 speed = 0.3 range = 2 /obj/item/projectile/energy/neurotoxin/toxic/tyr_flora damage = 20 //deals 10 damage with the armor I am balancing for agony = 0 speed = 12 armor_penetration = 50 penetrating = 5 /obj/item/projectile/arc/fragmentation/tyr_mortar icon_state = "mortar" fragment_amount = 10 spread_range = 3 fragment_types = list( /obj/item/projectile/bullet/astral_blade/artillery, /obj/item/projectile/bullet/astral_blade/artillery, \ /obj/item/projectile/bullet/astral_blade/artillery, /obj/item/projectile/bullet/astral_blade/artillery/secondary ) /obj/item/projectile/energy/agate_lighting damage = 15 damage_type = ELECTROCUTE icon_state = "tesla_projectile" armor_penetration = 30 speed = 15 penetrating = 5 crawl_destroy = TRUE /obj/item/projectile/energy/agate_lighting/fast damage = 20 speed = 3