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Collection of gear and changes from the four gear polls on the forums includes: 2 new automatic weapons, mapped in to ERT and random weapon spawns. Laser carbine balance. Slow emergency softsuits, no armor value other than bio and rad, 4 slowdown. 1 knife, not mapped in, available for Psi's uplink merge. New vests: 2 types, 2 pocket no slowdown, 4 pocket with slowdown, second is available from cargo and one random vest spawn in armory. The first replaces all instances of the old vests. Old vests still exist in code. Mercenary vest with no slowdown, 4 pockets, and slightly better armor, not on map, possibly for Nukes or Traitor Uplink Holster rearrangement for custom loadout. Acid dispenser, mapped into robotics and science. New food items, added to vendors and rations crate. New random medical spawns, added to medbay. Cargo and loadout additions to accommodate new items. 1 beanbag loaded 5 round shotgun added to Warden's closet to compensate for officers having .45 ltls and the HoS having an e-gun, suggested by IRC and server. http://baystation12.net/forums/viewtopic.php?f=5&t=12064 http://baystation12.net/forums/viewtopic.php?f=5&t=12031 http://baystation12.net/forums/viewtopic.php?f=5&t=12027 http://baystation12.net/forums/viewtopic.php?f=5&t=12007
58 lines
1.9 KiB
Plaintext
58 lines
1.9 KiB
Plaintext
/obj/item/weapon/gun/energy/taser
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name = "taser gun"
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desc = "A small, low capacity gun used for non-lethal takedowns."
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icon_state = "taser"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_sound = 'sound/weapons/Taser.ogg'
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charge_cost = 100
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projectile_type = /obj/item/projectile/beam/stun
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cell_type = /obj/item/weapon/cell/crap
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/obj/item/weapon/gun/energy/taser/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/weapon/gun/energy/taser/mounted/cyborg
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cell_type = /obj/item/weapon/cell/secborg
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recharge_time = 10 //Time it takes for shots to recharge (in ticks)
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/obj/item/weapon/gun/energy/stunrevolver
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name = "stun revolver"
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desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger."
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icon_state = "stunrevolver"
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fire_sound = 'sound/weapons/Gunshot.ogg'
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origin_tech = "combat=3;materials=3;powerstorage=2"
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charge_cost = 125
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projectile_type = /obj/item/projectile/energy/electrode/stunshot
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cell_type = /obj/item/weapon/cell
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/obj/item/weapon/gun/energy/crossbow
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name = "mini energy-crossbow"
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desc = "A weapon favored by many mercenary stealth specialists."
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icon_state = "crossbow"
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w_class = 2.0
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item_state = "crossbow"
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matter = list("metal" = 2000)
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origin_tech = "combat=2;magnets=2;syndicate=5"
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slot_flags = SLOT_BELT
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silenced = 1
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fire_sound = 'sound/weapons/Genhit.ogg'
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projectile_type = /obj/item/projectile/energy/bolt
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cell_type = /obj/item/weapon/cell/crap
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self_recharge = 1
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charge_meter = 0
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/obj/item/weapon/gun/energy/crossbow/ninja
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name = "energy dart thrower"
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projectile_type = /obj/item/projectile/energy/dart
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/obj/item/weapon/gun/energy/crossbow/largecrossbow
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name = "energy crossbow"
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desc = "A weapon favored by mercenary infiltration teams."
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w_class = 4
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force = 10
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matter = list("metal" = 200000)
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projectile_type = /obj/item/projectile/energy/bolt/large
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