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Also making it little more clear that the only way to get victims out of uncooperative or dead things is no longer live human exclusive.
58 lines
2.0 KiB
Plaintext
58 lines
2.0 KiB
Plaintext
// -------------- Sickshot -------------
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/obj/item/weapon/gun/energy/sickshot
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name = "\improper MPA6 \'Sickshot\'"
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desc = "Need to stun someone? Don't mind having to clean up the mess afterwards? The Sickshot is the answer to your prayers. \
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Using a short-range concentrated blast of disruptive sound, the Sickshot will nauseate and confuse the target for several seconds. NOTE: Not suitable \
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for use in vacuum. Usage on animals may cause panic and rage without stunning. May cause contraction and release of various 'things' from various 'orifices', even if the target is already dead."
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description_info = "This gun causes nausea in targets, stunning them briefly and causing vomiting. It will also cause them to vomit up prey, sometimes. Repeated shots may help in that case."
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description_fluff = ""
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description_antag = ""
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icon = 'icons/vore/custom_guns_vr.dmi'
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icon_state = "sickshot"
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icon_override = 'icons/vore/custom_guns_vr.dmi'
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item_state = "gun"
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fire_sound = 'sound/weapons/eluger.ogg'
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projectile_type = /obj/item/projectile/sickshot
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charge_cost = 600
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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//Projectile
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/obj/item/projectile/sickshot
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name = "sickshot pulse"
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icon_state = "sound"
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damage = 5
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armor_penetration = 30
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damage_type = BURN
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check_armour = "melee"
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embed_chance = 0
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vacuum_traversal = 0
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kill_count = 5 //Scary name, but just deletes the projectile after this range
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/obj/item/projectile/sickshot/on_hit(var/atom/movable/target, var/blocked = 0)
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if(isliving(target))
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var/mob/living/L = target
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if(prob(20))
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L.release_vore_contents()
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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H.vomit()
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H.Confuse(2)
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return 1
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//R&D Design
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/datum/design/item/weapon/sickshot
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desc = "A 'Sickshot' is a 4-shot energy revolver that causes nausea and confusion."
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id = "sickshot"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 2000)
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build_path = /obj/item/weapon/gun/energy/sickshot
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sort_string = "TAADB"
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