mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 15:21:29 +00:00
Laser Additions and Taser Nerf
This commit is contained in:
@@ -33,6 +33,11 @@
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typepath = /obj/item/weapon/gun/energy/laser/captain
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typepath = /obj/item/weapon/gun/energy/laser/captain
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protected_jobs = list("Captain")
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protected_jobs = list("Captain")
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/datum/theft_objective/hoslaser
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name = "the head of security's recreated antique laser gun"
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typepath = /obj/item/weapon/gun/energy/hos
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protected_jobs = list("Head Of Security")
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/datum/theft_objective/hand_tele
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/datum/theft_objective/hand_tele
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name = "a hand teleporter"
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name = "a hand teleporter"
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typepath = /obj/item/weapon/hand_tele
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typepath = /obj/item/weapon/hand_tele
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@@ -115,9 +115,9 @@
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new /obj/item/clothing/mask/gas/sechailer/hos(src)
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new /obj/item/clothing/mask/gas/sechailer/hos(src)
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new /obj/item/weapon/shield/riot(src)
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new /obj/item/weapon/shield/riot(src)
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new /obj/item/weapon/melee/baton/loaded(src)
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new /obj/item/weapon/melee/baton/loaded(src)
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new /obj/item/weapon/gun/energy/advtaser(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/weapon/storage/belt/security(src)
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new /obj/item/taperoll/police(src)
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new /obj/item/taperoll/police(src)
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new /obj/item/weapon/gun/energy/hos(src)
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return
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return
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@@ -11,6 +11,7 @@
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charge_cost = 2000
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charge_cost = 2000
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modifystate = "advtaserstun"
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modifystate = "advtaserstun"
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can_flashlight = 1
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can_flashlight = 1
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fire_delay = 20
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var/mode = 0 //0 = stun, 1 = disable
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var/mode = 0 //0 = stun, 1 = disable
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@@ -24,6 +25,7 @@
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user << "\red [src.name] is now set to Disable."
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user << "\red [src.name] is now set to Disable."
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projectile_type = "/obj/item/projectile/beam/disabler"
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projectile_type = "/obj/item/projectile/beam/disabler"
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modifystate = "advtaserdisable"
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modifystate = "advtaserdisable"
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fire_delay = 0
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if(1)
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if(1)
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mode = 0
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mode = 0
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charge_cost = 2000
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charge_cost = 2000
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@@ -31,6 +33,7 @@
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user << "\red [src.name] is now set to stun."
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "advtaserstun"
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modifystate = "advtaserstun"
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fire_delay = 20
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update_icon()
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update_icon()
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if(user.l_hand == src)
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if(user.l_hand == src)
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user.update_inv_l_hand()
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user.update_inv_l_hand()
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45
code/modules/projectiles/guns/energy/hos.dm
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45
code/modules/projectiles/guns/energy/hos.dm
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@@ -0,0 +1,45 @@
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/obj/item/weapon/gun/energy/hos
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name = "HoS Energy Gun"
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desc = "This is a modern recreation of the antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time, its also expensive."
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icon_state = "hoslaser"
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item_state = null //so the human update icon uses the icon_state instead.
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icon_override = 'icons/mob/in-hand/guns.dmi'
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force = 10
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fire_sound = 'sound/weapons/Taser.ogg'
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origin_tech = "combat=3;magnets=2"
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charge_cost = 2000
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modifystate = "hoslaserstun"
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projectile_type = "/obj/item/projectile/energy/electrode"
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var/mode = 2
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attack_self(mob/living/user as mob)
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switch(mode)
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if(2)
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mode = 0
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charge_cost = 1000
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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modifystate = "hoslaserkill"
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fire_delay = 0
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if(0)
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mode = 1
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charge_cost = 500
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fire_sound = 'sound/weapons/taser2.ogg'
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user << "\red [src.name] is now set to disable."
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projectile_type = "/obj/item/projectile/beam/disabler"
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modifystate = "hoslaserdisable"
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fire_delay = 0
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if(1)
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mode = 2
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charge_cost = 2000
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fire_sound = 'sound/weapons/taser.ogg'
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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modifystate = "hoslaserstun"
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fire_delay = 20
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update_icon()
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if(user.l_hand == src)
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user.update_inv_l_hand()
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else
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user.update_inv_r_hand()
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@@ -24,6 +24,8 @@ obj/item/weapon/gun/energy/laser/retro
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/obj/item/weapon/gun/energy/laser/captain
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/obj/item/weapon/gun/energy/laser/captain
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icon_state = "caplaser"
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icon_state = "caplaser"
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item_state = "caplaser"
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icon_override = 'icons/mob/in-hand/guns.dmi'
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
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force = 10
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force = 10
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origin_tech = null
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origin_tech = null
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@@ -43,9 +43,6 @@
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desc = "An energy gun with an experimental miniaturized reactor."
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desc = "An energy gun with an experimental miniaturized reactor."
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icon_state = "nucgun"
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icon_state = "nucgun"
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origin_tech = "combat=3;materials=5;powerstorage=3"
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origin_tech = "combat=3;materials=5;powerstorage=3"
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charge_cost = 1000
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/energy/electrode"
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var/lightfail = 0
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var/lightfail = 0
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var/charge_tick = 0
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var/charge_tick = 0
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can_flashlight = 0
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can_flashlight = 0
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@@ -120,9 +117,6 @@
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update_mode()
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update_mode()
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if (mode == 0)
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if (mode == 0)
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overlays += "nucgun-stun"
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overlays += "nucgun-stun"
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charge_cost = 1000
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/energy/electrode"
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else if (mode == 1)
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else if (mode == 1)
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overlays += "nucgun-kill"
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overlays += "nucgun-kill"
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@@ -20,18 +20,21 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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user << "\red [src.name] is now set to stun."
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user << "\red [src.name] is now set to stun."
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/energy/electrode"
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fire_delay = 20
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if(0)
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if(0)
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mode = 1
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mode = 1
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charge_cost = 100
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charge_cost = 100
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fire_sound = 'sound/weapons/Laser.ogg'
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fire_sound = 'sound/weapons/Laser.ogg'
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user << "\red [src.name] is now set to kill."
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user << "\red [src.name] is now set to kill."
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projectile_type = "/obj/item/projectile/beam"
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projectile_type = "/obj/item/projectile/beam"
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fire_delay = 0
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if(1)
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if(1)
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mode = 2
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mode = 2
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charge_cost = 200
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charge_cost = 200
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fire_sound = 'sound/weapons/pulse.ogg'
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fire_sound = 'sound/weapons/pulse.ogg'
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user << "\red [src.name] is now set to DESTROY."
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user << "\red [src.name] is now set to DESTROY."
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projectile_type = "/obj/item/projectile/beam/pulse"
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projectile_type = "/obj/item/projectile/beam/pulse"
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fire_delay = 0
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return
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return
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isHandgun()
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isHandgun()
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@@ -180,7 +180,7 @@ obj/item/weapon/gun/energy/staff/focus
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projectile_type = "/obj/item/projectile/beam/sniper"
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projectile_type = "/obj/item/projectile/beam/sniper"
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slot_flags = SLOT_BACK
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slot_flags = SLOT_BACK
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charge_cost = 2500
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charge_cost = 2500
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fire_delay = 10
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fire_delay = 50
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w_class = 4.0
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w_class = 4.0
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var/zoom = 0
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var/zoom = 0
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@@ -7,6 +7,7 @@
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fire_sound = 'sound/weapons/Taser.ogg'
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fire_sound = 'sound/weapons/Taser.ogg'
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/stock_parts/cell/crap"
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cell_type = "/obj/item/weapon/stock_parts/cell/crap"
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fire_delay = 20
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/obj/item/weapon/gun/energy/taser/cyborg
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/obj/item/weapon/gun/energy/taser/cyborg
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name = "taser gun"
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name = "taser gun"
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@@ -50,9 +51,9 @@
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desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder. Holds twice as much ammo as a standard taser."
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desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder. Holds twice as much ammo as a standard taser."
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icon_state = "stunrevolver"
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icon_state = "stunrevolver"
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fire_sound = "sound/weapons/gunshot.ogg"
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fire_sound = "sound/weapons/gunshot.ogg"
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origin_tech = "combat=3;materials=3;powerstorage=2"
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projectile_type = "/obj/item/projectile/energy/electrode"
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projectile_type = "/obj/item/projectile/energy/electrode"
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cell_type = "/obj/item/weapon/stock_parts/cell"
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cell_type = "/obj/item/weapon/stock_parts/cell"
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fire_delay = 20
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@@ -6,7 +6,7 @@
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name = "Advanced Energy Gun"
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name = "Advanced Energy Gun"
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desc = "An energy gun with an experimental miniaturized reactor."
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desc = "An energy gun with an experimental miniaturized reactor."
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id = "nuclear_gun"
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id = "nuclear_gun"
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req_tech = list("combat" = 3, "materials" = 5, "powerstorage" = 3)
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req_tech = list("combat" = 4, "materials" = 5, "powerstorage" = 3)
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build_type = PROTOLATHE
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build_type = PROTOLATHE
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materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000)
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materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000)
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reliability_base = 76
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reliability_base = 76
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@@ -147,7 +147,7 @@
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id = "stunrevolver"
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id = "stunrevolver"
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req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
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req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
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build_type = PROTOLATHE
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build_type = PROTOLATHE
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materials = list("$metal" = 4000)
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materials = list("$metal" = 4000, "$glass" = 1000)
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build_path = /obj/item/weapon/gun/energy/stunrevolver
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build_path = /obj/item/weapon/gun/energy/stunrevolver
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locked = 1
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locked = 1
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category = list("Weapons")
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category = list("Weapons")
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 25 KiB |
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Before Width: | Height: | Size: 63 KiB After Width: | Height: | Size: 66 KiB |
@@ -1484,6 +1484,7 @@
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#include "code\modules\projectiles\guns\magic.dm"
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#include "code\modules\projectiles\guns\magic.dm"
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#include "code\modules\projectiles\guns\projectile.dm"
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#include "code\modules\projectiles\guns\projectile.dm"
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#include "code\modules\projectiles\guns\energy\advtaser.dm"
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#include "code\modules\projectiles\guns\energy\advtaser.dm"
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#include "code\modules\projectiles\guns\energy\hos.dm"
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#include "code\modules\projectiles\guns\energy\laser.dm"
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#include "code\modules\projectiles\guns\energy\laser.dm"
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#include "code\modules\projectiles\guns\energy\nuclear.dm"
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#include "code\modules\projectiles\guns\energy\nuclear.dm"
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#include "code\modules\projectiles\guns\energy\pulse.dm"
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#include "code\modules\projectiles\guns\energy\pulse.dm"
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