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CHOMPStation2/code/modules/research/designs/weapons.dm
2021-03-09 21:53:03 +00:00

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/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list("gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/**/ //VOREStation Removal Start // Chomp Edit : uncomment those weapons
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
/**/ //VOREStation Removal End // Chomp Edit : uncomment those weapons
// Other weapons
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
||||||| parent of 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list("gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
=======
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 30)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500, MAT_COPPER = 50)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000, MAT_COPPER = 50)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(MAT_TITANIUM = 5000, MAT_BOROSILICATE = 1000, "diamond" = 2000, MAT_COPPER = 50)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list(MAT_TITANIUM = 2750, "gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
materials = list(MAT_ALUMINIUM = 5000, "glass" = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
materials = list(MAT_ALUMINIUM = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
/datum/design/item/weapon/ballistic/ammo/ptrshell
name = "14.5mm shell"
desc = "A dense-core projectile fired from a small cannon."
id = "ptrshell"
req_tech = list(TECH_COMBAT = 7, TECH_ILLEGAL = 4)
materials = list(MAT_TITANIUM = 4000, MAT_URANIUM = 500, MAT_PLASTEEL = 500)
build_path = /obj/item/ammo_casing/a145
sort_string = "MABBD"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_COPPER = 30)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500, MAT_COPPER = 40)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, MAT_COPPER = 20)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, MAT_COPPER = 30)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
>>>>>>> 4e5a8041e8... Merge pull request #9620 from VOREStation/upstream-merge-7811