/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" fire_sound = 'sound/weapons/Laser.ogg' origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4) w_class = ITEMSIZE_LARGE force = 10 flags = CONDUCT 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/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 /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" fire_sound = 'sound/weapons/pulse3.ogg' 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" fire_sound = 'sound/effects/stealthoff.ogg' projectile_type = /obj/item/projectile/energy/floramut origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3) modifystate = "floramut" self_recharge = 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 fire_sound = 'sound/weapons/Laser.ogg' /obj/item/weapon/gun/energy/toxgun name = "phoron pistol" desc = "A specialized firearm designed to fire lethal bolts of phoron." icon_state = "toxgun" fire_sound = 'sound/effects/stealthoff.ogg' 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 artefact 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" fire_sound = 'sound/weapons/emitter.ogg' flags = CONDUCT slot_flags = SLOT_BACK w_class = ITEMSIZE_LARGE charge_cost = 480 projectile_type = /obj/item/projectile/change origin_tech = null self_recharge = 1 charge_meter = 0 /obj/item/weapon/gun/energy/staff/special_check(var/mob/user) if((user.mind && !wizards.is_antagonist(user.mind))) 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 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 = 240 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" 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 user << "The [src.name] will now strike a small area." projectile_type = "/obj/item/projectile/forcebolt/strong" else charge_cost = 200 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" fire_sound = 'sound/weapons/Laser.ogg' 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 self_recharge = 1 accuracy = 5 // 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(5), dispersion = list(0), charge_cost = 24), list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)), list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2)), )