/obj/item/gun/energy/medigun/mounted name = "mounted directed restoration system" self_recharge = 1 use_external_power = 1 /obj/item/gun/energy/taser/disabler/slow name = "plasma snare device" desc = "A modified disabler adjusted to impulse a target with a restrictive slowdown." icon_state = "disabler" projectile_type = /obj/item/projectile/energy/plasmastun/slow charge_cost = 480 self_recharge = 1 recharge_time = 3 /obj/item/projectile/energy/plasmastun/slow name = "plasma pulse" icon_state = "plasma_stun" fire_sound = 'sound/weapons/weaponsounds_laserstrong.ogg' armor_penetration = 10 range = 9 damage = 0 agony = 0 vacuum_traversal = 1 hud_state = "plasma_rifle_blast" /obj/item/projectile/energy/plasmastun/slow/on_hit(var/atom/target) if(isliving(target)) var/mob/living/L = target L.add_modifier(/datum/modifier/entangled, 10 SECONDS) /obj/item/gun/energy/rednetgun name = "experimental capture gun" desc = "An experimental gun, in efforts to expand net gun technology. Utilizing eletronic interferance and a \ heat aura it in theory stops the subject from fighting back." icon_state = "goldstunrevolver" item_state = null projectile_type = /obj/item/projectile/energy/rednet charge_cost = 1440 //so a taser has 15 shots at 480 and I want five but this feels goofy /obj/item/projectile/energy/rednet name = "expirmental energy net" icon_state = "toxin" damage = 0 check_armour = "energy" hud_state = "pistol_tranq" fire_sound = 'sound/weapons/Taser.ogg' nodamage = 1 modifier_type_to_apply = /datum/modifier/rednet modifier_duration = 0.5 MINUTE speed = 1.5 /datum/modifier/rednet mob_overlay_state = "red_electricity_constant" slowdown = 1 /obj/item/projectile/bullet/magnetic/supercannon name = "railcannon slug" icon_state = "fuel-supermatter" damage = 1500 //You are not being defibbed from this. weaken = 2 armor_penetration = 100 penetrating = 1500 //Theoretically, this shouldn't stop flying for a while, unless someoneI t lines it up with a wall or fires it into a mountain. range = 200 hud_state = "rocket_thermobaric" speed = 0.2 /obj/item/projectile/bullet/magnetic/supercannon/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null) if(istype(target,/turf/simulated/wall) || istype(target,/mob/living)) target.visible_message(span_danger("The [src] burns a perfect hole through \the [target] with a blinding flash!")) playsound(target, 'sound/effects/teleport.ogg', 40, 0) return ..(target, blocked, def_zone) /obj/item/projectile/bullet/magnetic/supercannon/Bump(atom/target) //On hit doesnt work on turfs, gotta snowflake it. Why is on_hit() called by the target, NOT the proj????? ..() if(istype(target,/turf/simulated/wall)) var/turf/simulated/wall/B = target B.dismantle_wall(1,1,0) /obj/item/projectile/bullet/magnetic/supercannon/check_penetrate() return 1 /obj/item/gun/energy/supercannon name = "Super-Rail Cannon" desc = "This weapon seems to be vibrating with a barely containable energy, with no charging ports or battery ports in sight, you only have a singlular shot of this. Ever" icon = 'modular_chomp/icons/obj/guns/supercannon/supercannon.dmi' icon_state = "supercannon" item_state = "supercannon" wielded_item_state = "supercannon-wielded" w_class = ITEMSIZE_HUGE fire_sound = 'sound/weapons/Gunshot_cannon.ogg' slot_flags = SLOT_BELT|SLOT_BACK charge_cost = 2400 //You got 1 shot... self_recharge = TRUE recharge_time = 6 HOURS //This is how to get around rechargers being able to recharge it, I dont wanna rewrite base level code projectile_type = /obj/item/projectile/bullet/magnetic/supercannon //Fuck you. cell_type = /obj/item/cell/device/weapon battery_lock = 1 force = 15 //pretty robust one_handed_penalty = 90 item_icons = list( slot_l_hand_str = 'modular_chomp/icons/obj/guns/supercannon/lefthand_guns.dmi', slot_r_hand_str = 'modular_chomp/icons/obj/guns/supercannon/righthand_guns.dmi', )