mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-15 04:32:42 +00:00
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
473 lines
21 KiB
Plaintext
473 lines
21 KiB
Plaintext
/*
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* Laser Rifle
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*/
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/obj/item/gun/energy/laser
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name = "laser rifle"
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desc = "A Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts. This variant has the ability to \
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switch between standard fire and a more efficent but weaker 'suppressive' fire."
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description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space."
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icon_state = "laser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE //CHOMP Edit - huge was dumb for this.
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force = 10
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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matter = list(MAT_STEEL = 2000)
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projectile_type = /obj/item/projectile/beam/midlaser
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one_handed_penalty = 30
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firemodes = list(
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list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
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list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
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)
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/obj/item/gun/energy/laser/empty
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cell_type = null
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/obj/item/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/gun/energy/laser/mounted/augment
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name = "arm-laser"
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desc = "A cruel malformation of a Hephaestus Industries G40E rifle, designed to kill with concentrated energy blasts, all while being stowable in the arm. This variant has the ability to \
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switch between standard fire and a more efficent but weaker 'suppressive' fire."
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use_external_power = FALSE
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use_organic_power = TRUE
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wielded_item_state = null
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item_state = "augment_laser"
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canremove = FALSE
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one_handed_penalty = 5
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battery_lock = 1
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/obj/item/gun/energy/laser/practice
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name = "practice laser carbine"
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desc = "A modified version of the HI G40E, this one fires less concentrated energy bolts designed for target practice."
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projectile_type = /obj/item/projectile/beam/practice
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charge_cost = 48
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cell_type = /obj/item/cell/device
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
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)
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/*
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* Sleek Laser Rifle
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*/
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/obj/item/gun/energy/laser/sleek
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name = "\improper LR1 \"Shishi\""
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desc = "A Bishamonten Company LR1 \"Shishi\" rifle, a rare early 23rd century futurist design with a nonetheless timeless ability to kill."
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description_fluff = "Bisamonten was arms company that operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for \
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bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. Focused on sleek ‘futurist’ designs which have largely \
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fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. Their weapons tended to be form \
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over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard firing mechanisms."
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icon_state = "lrifle"
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item_state = "lrifle"
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
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/*
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* Retro Laser Rifle
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*/
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/obj/item/gun/energy/retro
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name = "retro laser"
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icon_state = "retro"
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item_state = "retro"
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desc = "A 23rd century model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10 //old technology
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/obj/item/gun/energy/retro/mounted
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self_recharge = 1
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use_external_power = 1
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/obj/item/gun/energy/retro/empty
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icon_state = "retro"
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cell_type = null
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/*
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* Alien Pistol
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*/
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/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol
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name = "Precursor Alpha Weapon - Appendageheld Laser"
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desc = "This object strongly resembles a weapon, and if one were to pull the \
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trigger located on the handle of the object, it would fire a deadly \
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laser at whatever it was pointed at. The beam fired appears to cause too \
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much damage to whatever it would hit to have served as a long ranged repair tool, \
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therefore this object was most likely designed to be a deadly weapon. If so, this \
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has several implications towards its creators;\
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<br><br>\
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Firstly, it implies that these precursors, at some point during their development, \
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had needed to defend themselves, or otherwise had a need to utilize violence, and \
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as such created better tools to do so. It is unclear if violence was employed against \
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themselves as a form of in-fighting, or if violence was exclusive to outside species.\
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<br><br>\
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Secondly, the shape and design of the weapon implies that the creators of this \
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weapon were able to grasp objects, and be able to manipulate the trigger independently \
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from merely holding onto the weapon, making certain types of appendages like tentacles be \
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unlikely.\
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<br><br>\
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An interesting note about this weapon, when compared to contemporary energy weapons, is \
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that this gun appears to be only slightly superior to modern laser weapons. The beam fired has \
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roughly the same ability to harm, yet the power consumption is higher than average \
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for a human-made energy side-arm. One possible explaination is that the creators of this \
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weapon, in their later years, had less of a need to optimize their capability for war, \
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and instead focused on other endeavors. Another explanation is that the vast age of the weapon \
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may have caused it to degrade, yet still remain functional at a reduced capability." //CHOMPedit changed description to be accurate with new projectile
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value = CATALOGUER_REWARD_MEDIUM
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/obj/item/gun/energy/alien
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name = "alien pistol"
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desc = "A weapon that works very similarly to a traditional energy weapon. How this came to be will likely be a mystery for the ages."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
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icon = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
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icon_state = "alienpistol"
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item_state = "alienpistol"
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fire_delay = 9 //CHOMPedit changed cooldown from 10 to 9.
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charge_cost = 380 // CHOMPedit changed from 480 to 380. Aka five shots to six shots.
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projectile_type = /obj/item/projectile/beam/precursor //CHOMPedit changed beam type
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cell_type = /obj/item/cell/device/weapon/recharge/alien // Self charges.
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origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 7)
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modifystate = "alienpistol"
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battery_lock = 1 //CHOMPedit adds battery lock.
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move_delay = 0 // CHOMPEdit: Pistols have move_delay of 0
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/*
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* Antique Laser Gun
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*/
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/obj/item/gun/energy/captain
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name = "antique laser gun"
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icon_state = "caplaser"
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item_state = "caplaser"
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desc = "A rare weapon, produced by the Lunar Arms Company around 2105 - one of humanity's first wholly extra-terrestrial weapon designs. It's certainly aged well."
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description_fluff = "The Lunar Arms Company was founded to provide home-grown arms to the Selene Federation from 2101-2108 during the Second Cold War, the conflict that sparked the \
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formation of the SCG. The LAC produced the first weapons wholly designed and produced outside of Earth. Post-war, the company relocated and rebranded as MarsTech, which survives \
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to this day as a major subsidiary of Hephaestus Industries."
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force = 5
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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unacidable = TRUE
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projectile_type = /obj/item/projectile/beam
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origin_tech = null
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fire_delay = 10 //Old pistol
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charge_cost = 480 //to compensate a bit for self-recharging
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cell_type = /obj/item/cell/device/weapon/recharge/captain
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battery_lock = 1
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/* var/remainingshots = 0 //you may get a limited number of shots regardless of the charge //CHOMPedit: no
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var/failurechance = 0 //chance per shot of something going awry
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/obj/item/gun/energy/captain/Initialize()
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//it's an antique and it's been sitting in a case, unmaintained, for who the hell knows how long - who knows what'll happen when you pull it out?
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..()
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//first, we decide, does it have a different type of beam? 75% of just being a 40-damage laser, 15% of being less or 0, 10% of being better
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projectile_type = pick(prob(1);/obj/item/projectile/beam/pulse,
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prob(2);/obj/item/projectile/beam/heavylaser/cannon,
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prob(2);/obj/item/projectile/beam/heavylaser,
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prob(5);/obj/item/projectile/beam/sniper,
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prob(45);/obj/item/projectile/beam,
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prob(10);/obj/item/projectile/beam/cyan,
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prob(10);/obj/item/projectile/beam/eluger,
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prob(10);/obj/item/projectile/beam/imperial,
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prob(10);/obj/item/projectile/beam/weaklaser,
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prob(5);/obj/item/projectile/beam/practice)
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//now, decide whether it has a shot limit and if so how many
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if(prob(50))
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remainingshots = rand(1,40)
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if(prob(50))
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failurechance = rand(1,5)
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//finally, update the description so it has a tell if it's gonna burn out on you
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if(remainingshots || failurechance)
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desc = "A rare weapon, produced by the Lunar Arms Company around 2105 - one of humanity's first wholly extra-terrestrial weapon designs. It's been reasonably well-preserved."
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/obj/item/gun/energy/captain/special_check(var/mob/user)
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if(remainingshots)
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remainingshots -= 1
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if(!remainingshots) //you've shot your load, sonny
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burnout(user)
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return 0
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else if(prob(failurechance))
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malfunction(user)
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return 0
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return ..()
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/obj/item/gun/energy/captain/proc/burnout(var/mob/user)
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//your gun is now rendered useless
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projectile_type = /obj/item/projectile/beam/practice //just in case you somehow manage to get it to fire again, its beam type is set to one that sucks
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power_supply.charge = 0
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power_supply.maxcharge = 1 //just to avoid div/0 runtimes
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desc = "A rare weapon, produced by the Lunar Arms Company around 2105 - one of humanity's first wholly extra-terrestrial weapon designs. It looks to have completely burned out."
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user.visible_message(span_warning("\The [src] erupts in a shower of sparks!"), span_danger("\the [src] bursts into a shower of sparks!"))
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var/turf/T = get_turf(src)
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(2, 1, T)
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sparks.start()
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update_icon()
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/obj/item/gun/energy/captain/proc/malfunction(var/mob/user)
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var/screwup = rand(1,10)
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switch(screwup)
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if(1 to 5) //50% of just draining the battery and making future malfunctions more likely
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power_supply.charge = 0
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var/turf/T = get_turf(src)
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(2, 1, T)
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sparks.start()
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update_icon()
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user.visible_message(span_warning("\The [src] shorts out!"), span_danger("\the [src] shorts out!"))
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failurechance += rand(1,5)
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return
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if(6 to 7) //20% chance of weakening the beam type, possibly to uselessness
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var/obj/item/projectile/beam/B = new projectile_type
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switch(B.damage)
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if(0)
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return //can't weaken it any further
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if(1 to 15) //weaklaser becomes practice
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projectile_type = /obj/item/projectile/beam/practice
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if(16 to 40) //regular becomes weaklaser
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projectile_type = /obj/item/projectile/beam/weaklaser
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if(41 to 50) //sniper becomes regular
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projectile_type = /obj/item/projectile/beam
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if(51 to 60) //heavy becomes sniper
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projectile_type = /obj/item/projectile/beam/sniper
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if(61 to 80) //cannon becomes heavy
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projectile_type = /obj/item/projectile/beam/heavylaser
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if(81 to 100) //pulse becomes cannon
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projectile_type = /obj/item/projectile/beam/heavylaser/cannon
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user.visible_message(span_warning("\The [src] dims slightly!"), span_danger("\the [src] dims slightly!"))
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return
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if(8) //10% chance of reducing the number of shots you have left, or giving you a limit if there isn't one
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if(!remainingshots)
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remainingshots = rand(1,40)
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else
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remainingshots = min(1, round(remainingshots/2))
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user.visible_message(span_warning("\The [src] lets out a faint pop."), span_danger("\the [src] lets out a faint pop."))
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if(9) //10% chance of permanently reducing the cell's max charge
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power_supply.maxcharge = power_supply.maxcharge/2
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power_supply.charge = min(power_supply.charge, power_supply.maxcharge)
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user.visible_message(span_warning("\The [src] sparks,letting off a puff of smoke!"), span_danger("\the [src] sparks,letting off a puff of smoke!"))
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var/turf/T = get_turf(src)
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var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
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sparks.set_up(2, 1, T)
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sparks.start()
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update_icon()
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if(10) //10% chance of just straight-up breaking on the spot
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burnout(user)
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return
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*/
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/*
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* Laser Cannon
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*/
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/obj/item/gun/energy/lasercannon
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name = "laser cannon"
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desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron \
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flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
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icon = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
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icon_state = "lasercannon"
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item_state = null
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wielded_item_state = "mhdhowitzer-wielded" //Placeholder
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 6, TECH_POWER = 6) //ChompEdit improved.
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser/cannon
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battery_lock = 0 //ChompEdit This thing is worthless with this.
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fire_delay = 20
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w_class = ITEMSIZE_HUGE //CHOMP Edit. Lol a cannon used to be just large size? Are you kidding me? A CANNON. Deserves this.
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one_handed_penalty = 90 // The thing's heavy and huge.
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accuracy = 45
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charge_cost = 400 //CHOMP Edit. Let's give this thing some more shots, seeing as it needs to be recharged at a charger - Most everything else is cheaper on charge cost now or smaller, this can stay the same, but with replacable batteries.
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/obj/item/gun/energy/lasercannon/mounted
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name = "mounted laser cannon"
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self_recharge = 1
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use_external_power = 1
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recharge_time = 10
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accuracy = 0 // Mounted cannons are just fine the way they are.
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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fire_delay = 20
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/*
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* X-ray
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*/
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/obj/item/gun/energy/xray
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name = "xray laser gun"
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desc = "A high-power laser gun capable of expelling concentrated xray blasts, which are able to penetrate matter easier than \
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standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
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icon = 'icons/obj/gun.dmi' // CHOMPStation Edit: Override back to base gun.dmi
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icon_state = "xray"
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item_state = "xray"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 200
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w_class = ITEMSIZE_LARGE //CHOMP Edit. - huge is too big, this thing hits for 25
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/*
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* Marksman Rifle
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*/
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/obj/item/gun/energy/sniperrifle
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name = "marksman energy rifle"
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desc = "The HI DMR 9E is an older design of Hephaestus Industries. A designated marksman rifle capable of shooting powerful \
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ionized beams, this is a weapon to kill from a distance."
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description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade equipment used by armed forces across human space."
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icon = 'icons/obj/64x32guns_ch.dmi' // CHOMPEdit: Gun Sprites
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icon_expected_width = 64 // CHOMPEdit: Gun Sprites
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icon_state = "sniper"
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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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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 5, TECH_POWER = 4)
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projectile_type = /obj/item/projectile/beam/sniper
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slot_flags = SLOT_BACK
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actions_types = list(/datum/action/item_action/use_scope)
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//Begin CHOMPstation Edit for making this thing not trash
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//battery_lock = 0
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charge_cost = 360
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fire_delay = 40
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force = 10
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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accuracy = -30 //shooting at the hip
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scoped_accuracy = 100
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one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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//End CHOMP Edit.
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/obj/item/gun/energy/sniperrifle/ui_action_click(mob/user, actiontype)
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scope()
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/obj/item/gun/energy/sniperrifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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/*
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* Laser Scattergun (proof of concept)
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*/
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/obj/item/gun/energy/lasershotgun
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name = "laser scattergun"
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icon = 'icons/obj/energygun.dmi'
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item_state = "laser"
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icon_state = "scatter"
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desc = "A strange Almachi weapon, utilizing a refracting prism to turn a single laser blast into a diverging cluster."
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 1, TECH_MATERIAL = 4)
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projectile_type = /obj/item/projectile/scatter/laser
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w_class = ITEMSIZE_HUGE //CHOMP Edit.
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slot_flags = SLOT_BELT|SLOT_BACK //CHOMP Edit because you can still holster it despite it not fitting in a backpack.
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/*
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* Imperial Pistol
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*/
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/obj/item/gun/energy/imperial
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name = "imperial energy pistol"
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desc = "An elegant weapon developed by the Imperium Auream. Their weaponsmiths have cleverly found a way to make a gun that \
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is only about the size of an average energy pistol, yet with the fire power of a laser carbine."
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icon = 'icons/obj/gun_vr.dmi'
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icon_override = 'icons/obj/gun_vr.dmi'
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icon_state = "ge_pistol"
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||
item_state = "ge_pistol"
|
||
slot_flags = SLOT_BELT
|
||
w_class = ITEMSIZE_NORMAL
|
||
force = 10
|
||
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
|
||
matter = list(MAT_STEEL = 2000)
|
||
fire_sound = 'sound/weapons/mandalorian.ogg'
|
||
projectile_type = /obj/item/projectile/beam/imperial
|
||
|
||
/*
|
||
* Mining-Laser Rifle
|
||
*/
|
||
/obj/item/gun/energy/mininglaser
|
||
name = "mining-laser rifle"
|
||
desc = "An industrial grade mining laser. Comes with a built-in 'stun' mode for encounters with local wildlife."
|
||
icon = 'icons/obj/gun.dmi'
|
||
icon_state = "mininglaser"
|
||
item_state = "mininglaser"
|
||
fire_delay = 8
|
||
slot_flags = SLOT_BELT|SLOT_BACK
|
||
w_class = ITEMSIZE_LARGE
|
||
force = 15
|
||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||
matter = list(MAT_STEEL = 2000)
|
||
projectile_type = /obj/item/projectile/beam/mininglaser
|
||
|
||
firemodes = list(
|
||
list(mode_name="mining", fire_delay=8, projectile_type=/obj/item/projectile/beam/mininglaser, charge_cost = 200),
|
||
list(mode_name="deter", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
|
||
)
|
||
|
||
/*
|
||
* Old Laser Rifle
|
||
*/
|
||
/obj/item/gun/energy/laser/old
|
||
name = "vintage laser rifle"
|
||
desc = "A Hephaestus Industries G32E rifle, designed to kill with concentrated energy blasts. This older model laser rifle only has one firemode."
|
||
description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' branding for its military-grade \
|
||
equipment used by armed forces across human space."
|
||
icon_state = "oldlaser"
|
||
item_state = "laser"
|
||
fire_delay = 6
|
||
slot_flags = SLOT_BELT
|
||
w_class = ITEMSIZE_NORMAL
|
||
force = 8
|
||
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 1) //Older rifle - less tech
|
||
matter = list(MAT_STEEL = 1500)
|
||
projectile_type = /obj/item/projectile/beam/midlaser
|
||
|
||
/*
|
||
* Mono-Rifle
|
||
*/
|
||
/obj/item/gun/energy/monorifle
|
||
name = "antique mono-rifle"
|
||
desc = "An old model laser rifle with a nice wood finish. This weapon was only designed to fire once before requiring a recharge."
|
||
description_fluff = "Modeled after ancient hunting rifles designs, this rifle was dubbed the 'Rainy Day Special' by some, due to its use as the \
|
||
choice \"fight-stopper\" of barkeeps. One shot is all it takes... so they say."
|
||
icon_state = "mono"
|
||
item_state = "shotgun"
|
||
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_POWER = 3)
|
||
projectile_type = /obj/item/projectile/beam/sniper
|
||
slot_flags = SLOT_BACK
|
||
actions_types = list(/datum/action/item_action/aim_down_sights)
|
||
charge_cost = 2400
|
||
fire_delay = 20
|
||
force = 8
|
||
w_class = ITEMSIZE_HUGE //CHOMP Edit.
|
||
accuracy = 10
|
||
scoped_accuracy = 15
|
||
charge_meter = FALSE
|
||
var/scope_multiplier = 1.5
|
||
|
||
/obj/item/gun/energy/monorifle/ui_action_click(mob/user, actiontype)
|
||
sights()
|
||
|
||
/obj/item/gun/energy/monorifle/verb/sights()
|
||
set category = "Object"
|
||
set name = "Aim Down Sights"
|
||
set popup_menu = 1
|
||
|
||
toggle_scope(scope_multiplier)
|
||
|
||
/obj/item/gun/energy/monorifle/combat
|
||
name = "combat mono-rifle"
|
||
desc = "A modernized version of the classic mono-rifle. This one has an optimized capacitor bank that allows the rifle to fire twice before requiring a recharge."
|
||
description_fluff = "A modern design of a classic rifle produced by a small arms company operating out of Saint Columbia. It was based on the \
|
||
antique mono-rifle design that was dubbed the 'Rainy Day Special' by many of its users."
|
||
icon_state = "cmono"
|
||
item_state = "cshotgun"
|
||
charge_cost = 1200
|
||
force = 12
|
||
accuracy = 0
|
||
scoped_accuracy = 20
|