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https://github.com/CHOMPStation2/CHOMPStation2.git
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195 lines
6.7 KiB
Plaintext
195 lines
6.7 KiB
Plaintext
//Okay, so we have currently have four prototype
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//A crystal, enginge, core and a hilt.
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//So four weapons although the alien junk is interchangeable cause fun
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//All tyr weapons are battery locked, and cannot have their cell changed but self recharge.
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//Also short range
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//So hilt, ball and chain wierd weapon. Has actual melee damage. Projectile is slow, recharge is slow, night no ammo, range of seven
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//Basic medium size blaster. Range of 5. Core base
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//Shotgun type weapon. Range of 3. Small knockback of foes, high damage. Engine
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//Now the crystal weapon...laser Range of 4.
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//Damages be funky to figure out good numbers for
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//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/
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//So if you miss, you're stuck with a middling melee weapon for a bit.
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//Whilst the shot gun has more shots, but you need to get up closih.
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//Chain gets AP whilst shotgun gets knockback
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/obj/item/projectile/energy/spikeenergy_ball
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name = "energy ball"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "spikeenergyball"
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damage = 60 //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
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armor_penetration = 60 //damage and AP matching makes brain happy for some reason. No real logic here, just brain saying yes, this is right
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range = 8
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speed = 5
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check_armour = "melee"
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damage_type = BRUTE
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/obj/item/projectile/energy/wp_shotgun
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name = "laser blast"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "shotgun_blast"
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damage = 50
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range = 4
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check_armour = "laser"
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/obj/item/projectile/energy/wp_shotgun/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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var/throwdir = get_dir(firer,L)
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L.throw_at(get_edge_target_turf(L, throwdir), 3, 10)
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return 1
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//The blaster has 1 more range but lacks hitscan whilst the laser has 1 less range but has hitscan.
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/obj/item/projectile/energy/wp_blaster
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name = "laser blast"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "blaster_blast"
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damage = 40
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range = 5
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check_armour = "laser"
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/obj/item/projectile/beam/precursor_tyr
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name = "laser"
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icon_state = "laser"
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damage = 30
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damage_type = BURN
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check_armour = "laser"
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range = 5
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eyeblur = 0 //no no no no no
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hitscan = 1
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hud_state = "laser"
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hud_state_empty = "battery_empty"
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/obj/item/gun/energy/energyballchain
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name = "remade prototype weapon"
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desc = "A weapon created from strange alien junk and blueprints"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "violence"
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item_state = "violence"
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wielded_item_state = "placeholder"
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 2500 //Uses all it's charge in a single shot.
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battery_lock = 1 //No changing
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accept_cell_type = /obj/item/cell/device
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cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
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projectile_type = /obj/item/projectile/energy/spikeenergy_ball
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force = 30 //functions as a melee weapon too! Ain't great, but still works.
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recoil_mode = 0
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charge_meter = 1
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move_delay = 0
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one_handed_penalty = 50
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/obj/item/gun/energy/curse_tyrshotgun
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name = "remade prototype weapon"
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desc = "A weapon created from strange alien junk and blueprints"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "shotgun"
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item_state = "shotgun"
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wielded_item_state = "placeholder"
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 500 //Five shots
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battery_lock = 1 //No changing
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accept_cell_type = /obj/item/cell/device
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cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
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projectile_type = /obj/item/projectile/energy/wp_shotgun
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recoil_mode = 0
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charge_meter = 1
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move_delay = 0
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one_handed_penalty = 50
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/obj/item/gun/energy/curse_blaster
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name = "remade prototype weapon"
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desc = "A weapon created from strange alien junk and blueprints"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "solider_blaster"
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item_state = "solider_blaster"
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wielded_item_state = "placeholder"
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 250
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battery_lock = 1 //No changing
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accept_cell_type = /obj/item/cell/device
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cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
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projectile_type = /obj/item/projectile/energy/wp_blaster
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recoil_mode = 0
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charge_meter = 1
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move_delay = 0
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one_handed_penalty = 50
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/obj/item/gun/energy/curse_lasershooter
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name = "remade prototype weapon"
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desc = "A weapon created from strange alien junk and blueprints"
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "crystal_blaster"
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item_state = "crystal_blaster"
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origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
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charge_cost = 250 //10 shots
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battery_lock = 1 //No changing
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accept_cell_type = /obj/item/cell/device
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cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
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projectile_type = /obj/item/projectile/beam/precursor_tyr
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recoil_mode = 0
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charge_meter = 1
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move_delay = 0
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one_handed_penalty = 50
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/obj/item/cell/device/weapon/recharge/alien/tyr
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name = "odd cell"
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cell"
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maxcharge = 2500
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charge_amount = 250 // 10%.
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charge_delay = 50 // Every five seconds, bit faster than the default.
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/obj/item/gun/energy/weatherbombardment
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name = "prototype cannon - Weather Bombardment"
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desc = "A massive weapon torn of a precursor mech."
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icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
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icon_state = "ultima"
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item_state = "ultima"
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w_class = ITEMSIZE_HUGE // This thing is big.
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slot_flags = SLOT_BACK
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one_handed_penalty = 70
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accept_cell_type = /obj/item/cell/device
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cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
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battery_lock = 1
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recoil_mode = 0
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charge_meter = 1
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move_delay = 0
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firemodes = list(
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list(mode_name="lighting storm", burst=1, fire_delay=15, projectile_type=/obj/item/projectile/beam/chain_lightning, charge_cost = 500),
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list(mode_name="acid rain", burst=5, fire_delay=15, projectile_type=/obj/item/projectile/energy/neurotoxin/toxic, charge_cost = 50),
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list(mode_name="meteor shower", burst=1, fire_delay=15, projectile_type=/obj/item/projectile/arc/fragmentation/metoerstrike, charge_cost = 500),
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list(mode_name="starry night", burst=5, fire_delay=15, projectile_type=/obj/item/projectile/beam/medical_cell/omni, charge_cost = 50),
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)
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/obj/item/projectile/arc/fragmentation/metoerstrike
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name = "fragmentation shot"
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icon_state = "shell"
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fragment_types = list(/obj/item/projectile/energy/spikeenergy_ball/slow)
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fragment_amount = 10 // Same as a grenade.
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spread_range = 60
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/obj/item/projectile/energy/spikeenergy_ball/slow
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speed = 15
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range = 20 |