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CHOMPStation2/modular_chomp/code/modules/projectiles/precursor/tyr.dm
2025-12-01 11:54:31 +01:00

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//Okay, so we have currently have four prototype
//A crystal, enginge, core and a hilt.
//So four weapons although the alien junk is interchangeable cause fun
//All tyr weapons are battery locked, and cannot have their cell changed but self recharge.
//Also short range
//So hilt, ball and chain wierd weapon. Has actual melee damage. Projectile is slow, recharge is slow, night no ammo, range of seven
//Basic medium size blaster. Range of 5. Core base
//Shotgun type weapon. Range of 3. Small knockback of foes, high damage. Engine
//Now the crystal weapon...laser Range of 4.
//Damages be funky to figure out good numbers for
//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/
//So if you miss, you're stuck with a middling melee weapon for a bit.
//Whilst the shot gun has more shots, but you need to get up closih.
//Chain gets AP whilst shotgun gets knockback
/obj/item/projectile/energy/spikeenergy_ball
name = "energy ball"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "spikeenergyball"
damage = 45 //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
armor_penetration = 60 //damage and AP matching makes brain happy for some reason. No real logic here, just brain saying yes, this is right
range = 8
speed = 5
penetrating = 2
check_armour = "melee"
damage_type = BRUTE
/obj/item/projectile/energy/tyr_rifle
name = "laser blast"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "blaster_blast"
damage = 35
range = 6
penetrating = 2
check_armour = "laser"
/obj/item/projectile/beam/precursor_tyr
name = "laser"
icon_state = "laser"
damage = 8
armor_penetration = 30
penetrating = 2
damage_type = BURN
check_armour = "laser"
range = 4
eyeblur = 0 //no no no no no
hitscan = 1
hud_state = "laser"
hud_state_empty = "battery_empty"
/obj/item/projectile/bullet/tyrshotburst
use_submunitions = 1
range = 0
embed_chance = 0
spread_submunition_damage = FALSE
submunition_spread_max = 180
submunition_spread_min = 80
submunitions = list(/obj/item/projectile/beam/precursor_tyr = 7)
/obj/item/gun/energy/tyr_rifle
name = "tyrian longarm"
desc = "A strange alien weapon from tyr."
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
icon_state = "shotgun"
item_state = "shotgun"
wielded_item_state = "placeholder"
origin_tech = list(TECH_COMBAT = 6, TECH_POWER = 5, TECH_PRECURSOR = 3)
charge_cost = 625 //Four shots
battery_lock = 1 //No changing
accept_cell_type = /obj/item/cell/device
cell_type = /obj/item/cell/device/weapon/recharge/alien/tyr
projectile_type = /obj/item/projectile/energy/tyr_rifle
force = 35
recoil_mode = 0
charge_meter = 1
firemodes = list(
list(mode_name="single", projectile_type=/obj/item/projectile/energy/tyr_rifle, charge_cost = 250),
list(mode_name="area", projectile_type=/obj/item/projectile/bullet/tyrshotburst, charge_cost = 500),
)
move_delay = 0
one_handed_penalty = 50
/obj/item/cell/device/weapon/recharge/alien/tyr
name = "odd cell"
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 2500
charge_amount = 250 // 10%.
charge_delay = 50 // Every five seconds, bit faster than the default.
/obj/item/projectile/energy/spikeenergy_ball/slow
speed = 15
range = 20
/obj/item/projectile/energy/eclipse/tyrjavelin //Five hits ought to end you
name = "energy javelin"
icon_state = "javelin"
damage_type = SEARING
check_armour = "melee"
damage = 23
armor_penetration = 30
speed = 10
color = "#FF6600"
modifier_type_to_apply = /datum/modifier/deep_wounds //reduced healing
modifier_duration = 1 MINUTE
/obj/item/projectile/energy/eclipse/tyrjavelin/speed
speed = 7
/obj/item/projectile/energy/eclipse/tyrjavelin/super_slow
speed = 15
damage = 30
/obj/item/projectile/bullet/astral_blade
name = "bluespace slash"
icon_state = "astral_sea_blade"
icon = 'modular_chomp/icons/obj/guns/precursor/tyr.dmi'
damage = 30 //21 with intended armor
armor_penetration = 10
damage_type = BRUTE
check_armour = "melee"
embed_chance = 0
speed = 15
penetrating = 5
crawl_destroy = TRUE
/obj/item/projectile/bullet/astral_blade/short
damage = 20
speed = 0.3
range = 2
/obj/item/projectile/bullet/tyr_bladeburst
use_submunitions = 1
range = 0
embed_chance = 0
spread_submunition_damage = FALSE
submunition_spread_max = 200
submunition_spread_min = 120
submunitions = list(/obj/item/projectile/bullet/astral_blade = 3)
/obj/item/projectile/energy/neurotoxin/toxic/tyr_flora
damage = 20 //deals 10 damage with the armor I am balancing for
agony = 0
speed = 12
armor_penetration = 50
/obj/item/projectile/arc/fragmentation/tyr_mortar
icon_state = "mortar"
fragment_amount = 10
spread_range = 3
fragment_types = list(
/obj/item/projectile/energy/eclipse/tyrjavelin, /obj/item/projectile/energy/eclipse/tyrjavelin, \
/obj/item/projectile/energy/eclipse/tyrjavelin, /obj/item/projectile/energy/eclipse/tyrjavelin/super_slow
)
/obj/item/projectile/energy/agate_lighting
damage = 18
damage_type = ELECTROCUTE
icon_state = "tesla_projectile"
armor_penetration = 30
speed = 15
penetrating = 5
crawl_destroy = TRUE
/obj/item/projectile/energy/agate_lighting/fast
damage = 30
speed = 2