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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.
49 lines
1.8 KiB
Plaintext
49 lines
1.8 KiB
Plaintext
// -------------- Sickshot -------------
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/obj/item/weapon/gun/energy/sickshot
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name = "\'Sickshot\' revolver"
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desc = "Need to expel something? Don't mind having to clean up the mess afterwards? The MPA6 'Sickshot' is the answer to your prayers. \
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Using a short-range concentrated blast of disruptive sound, the Sickshot will nauseate the target for several seconds. NOTE: Not suitable \
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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."
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//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
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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."
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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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range = 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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