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CHOMPStation2/code/modules/projectiles/guns/energy/sickshot_vr.dm
Sym 3df5413300 Changing Sickshot desc and info_desc
The Sickshot states in its description that it can stun, and because of that implies that it is a self defense weapon. It is not a self defense weapon, as it only does 5 burn damage and causes some very minor confusion, not stuns. Its true use is to forcibly expel the contents of stomachs, so the description has been changed to make that a bit more obvious.

Also for some silly reason the sickshot doesn't live in a normal weapon file, so I have to edit the sickshot_vr to make this work. Not much I can do about that.
2020-09-25 14:50:43 -04:00

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// -------------- Sickshot -------------
/obj/item/weapon/gun/energy/sickshot
name = "\'Sickshot\' revolver"
desc = "Need to expel something? Don't mind having to clean up the mess afterwards? The MPA6 'Sickshot' is the answer to your prayers. \
Using a short-range concentrated blast of disruptive sound, the Sickshot will nauseate the target for several seconds. NOTE: Not suitable \
for use in vacuum. Usage on animals may cause panic and rage. May cause contraction and release of various 'things' from various 'orifices', even if the target is already dead."
//CHOMPedit , changed desc and description_info to make it not sound like a self defense weapon. Because its not, it only does 5 damage and some very minor confusion
description_info = "This gun causes nausea in targets, causing vomiting. It will also cause them to vomit up prey, sometimes. Repeated shots may help in that case."
description_fluff = ""
description_antag = ""
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "sickshot"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "gun"
fire_sound = 'sound/weapons/eluger.ogg'
projectile_type = /obj/item/projectile/sickshot
charge_cost = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
//Projectile
/obj/item/projectile/sickshot
name = "sickshot pulse"
icon_state = "sound"
damage = 5
armor_penetration = 30
damage_type = BURN
check_armour = "melee"
embed_chance = 0
vacuum_traversal = 0
range = 5 //Scary name, but just deletes the projectile after this range
/obj/item/projectile/sickshot/on_hit(var/atom/movable/target, var/blocked = 0)
if(isliving(target))
var/mob/living/L = target
if(prob(20))
L.release_vore_contents()
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.vomit()
H.Confuse(2)
return 1