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43 lines
1.7 KiB
Plaintext
43 lines
1.7 KiB
Plaintext
/obj/item/gun/energy/locked/frontier/rifle
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fire_delay = 12
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/obj/item/gun/energy/locked/frontier/shotgun
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name = "frontier shotgun"
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desc = "A much larger, heavier weapon than the typical frontier-type weapons. This one has a safety interlock that prevents firing while in proximity to the facility."
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icon_state = "oldphaser" //note to self, make a unquie more fitting sprite at some point.
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item_state = "sniper"
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item_state_slots = list(slot_r_hand_str = "lsniper", slot_l_hand_str = "lsniper")
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wielded_item_state = "lsniper-wielded"
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w_class = ITEMSIZE_LARGE
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item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns.dmi')
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one_handed_penalty = 30 //A bit easier to aim then a sniper to aim but still not accurate
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phase_power = 30 //Same as sniper.
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projectile_type = /obj/item/projectile/scatter/frontierlaser
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move_delay = 0
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charge_cost = 400
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fire_delay = 8
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firemodes = list(
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list(mode_name="full", projectile_type=/obj/item/projectile/scatter/frontierlaser, charge_cost = 400),
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list(mode_name="conserve", projectile_type=/obj/item/projectile/beam/phaser/shotgun, charge_cost = 120),
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)
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/obj/item/projectile/scatter/frontierlaser
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submunition_spread_max = 120
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submunition_spread_min = 60
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spread_submunition_damage = FALSE
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submunitions = list(
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/obj/item/projectile/beam/phaser/shotgun = 5
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)
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/obj/item/projectile/beam/phaser/shotgun
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damage = 7
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mob_bonus_damage = 7
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range = 4
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icon_state = "phaser_heavy"
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light_range = 3
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light_power = 1
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muzzle_type = /obj/effect/projectile/muzzle/phaser/heavy
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tracer_type = /obj/effect/projectile/tracer/phaser/heavy
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impact_type = /obj/effect/projectile/impact/phaser/heavy
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