Laser Additions and Taser Nerf

This commit is contained in:
Fox-McCloud
2015-02-25 23:34:42 -05:00
parent 5421754760
commit 9850e6deb2
13 changed files with 65 additions and 11 deletions

View File

@@ -33,6 +33,11 @@
typepath = /obj/item/weapon/gun/energy/laser/captain typepath = /obj/item/weapon/gun/energy/laser/captain
protected_jobs = list("Captain") protected_jobs = list("Captain")
/datum/theft_objective/hoslaser
name = "the head of security's recreated antique laser gun"
typepath = /obj/item/weapon/gun/energy/hos
protected_jobs = list("Head Of Security")
/datum/theft_objective/hand_tele /datum/theft_objective/hand_tele
name = "a hand teleporter" name = "a hand teleporter"
typepath = /obj/item/weapon/hand_tele typepath = /obj/item/weapon/hand_tele

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@@ -115,9 +115,9 @@
new /obj/item/clothing/mask/gas/sechailer/hos(src) new /obj/item/clothing/mask/gas/sechailer/hos(src)
new /obj/item/weapon/shield/riot(src) new /obj/item/weapon/shield/riot(src)
new /obj/item/weapon/melee/baton/loaded(src) new /obj/item/weapon/melee/baton/loaded(src)
new /obj/item/weapon/gun/energy/advtaser(src)
new /obj/item/weapon/storage/belt/security(src) new /obj/item/weapon/storage/belt/security(src)
new /obj/item/taperoll/police(src) new /obj/item/taperoll/police(src)
new /obj/item/weapon/gun/energy/hos(src)
return return

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@@ -11,6 +11,7 @@
charge_cost = 2000 charge_cost = 2000
modifystate = "advtaserstun" modifystate = "advtaserstun"
can_flashlight = 1 can_flashlight = 1
fire_delay = 20
var/mode = 0 //0 = stun, 1 = disable var/mode = 0 //0 = stun, 1 = disable
@@ -24,6 +25,7 @@
user << "\red [src.name] is now set to Disable." user << "\red [src.name] is now set to Disable."
projectile_type = "/obj/item/projectile/beam/disabler" projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "advtaserdisable" modifystate = "advtaserdisable"
fire_delay = 0
if(1) if(1)
mode = 0 mode = 0
charge_cost = 2000 charge_cost = 2000
@@ -31,6 +33,7 @@
user << "\red [src.name] is now set to stun." user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode" projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "advtaserstun" modifystate = "advtaserstun"
fire_delay = 20
update_icon() update_icon()
if(user.l_hand == src) if(user.l_hand == src)
user.update_inv_l_hand() user.update_inv_l_hand()

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@@ -0,0 +1,45 @@
/obj/item/weapon/gun/energy/hos
name = "HoS Energy Gun"
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."
icon_state = "hoslaser"
item_state = null //so the human update icon uses the icon_state instead.
icon_override = 'icons/mob/in-hand/guns.dmi'
force = 10
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = "combat=3;magnets=2"
charge_cost = 2000
modifystate = "hoslaserstun"
projectile_type = "/obj/item/projectile/energy/electrode"
var/mode = 2
attack_self(mob/living/user as mob)
switch(mode)
if(2)
mode = 0
charge_cost = 1000
fire_sound = 'sound/weapons/Laser.ogg'
user << "\red [src.name] is now set to kill."
projectile_type = "/obj/item/projectile/beam"
modifystate = "hoslaserkill"
fire_delay = 0
if(0)
mode = 1
charge_cost = 500
fire_sound = 'sound/weapons/taser2.ogg'
user << "\red [src.name] is now set to disable."
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "hoslaserdisable"
fire_delay = 0
if(1)
mode = 2
charge_cost = 2000
fire_sound = 'sound/weapons/taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "hoslaserstun"
fire_delay = 20
update_icon()
if(user.l_hand == src)
user.update_inv_l_hand()
else
user.update_inv_r_hand()

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@@ -24,6 +24,8 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/captain /obj/item/weapon/gun/energy/laser/captain
icon_state = "caplaser" icon_state = "caplaser"
item_state = "caplaser"
icon_override = 'icons/mob/in-hand/guns.dmi'
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." 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."
force = 10 force = 10
origin_tech = null origin_tech = null

View File

@@ -43,9 +43,6 @@
desc = "An energy gun with an experimental miniaturized reactor." desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun" icon_state = "nucgun"
origin_tech = "combat=3;materials=5;powerstorage=3" origin_tech = "combat=3;materials=5;powerstorage=3"
charge_cost = 1000
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
var/lightfail = 0 var/lightfail = 0
var/charge_tick = 0 var/charge_tick = 0
can_flashlight = 0 can_flashlight = 0
@@ -120,9 +117,6 @@
update_mode() update_mode()
if (mode == 0) if (mode == 0)
overlays += "nucgun-stun" overlays += "nucgun-stun"
charge_cost = 1000
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
else if (mode == 1) else if (mode == 1)
overlays += "nucgun-kill" overlays += "nucgun-kill"

View File

@@ -20,18 +20,21 @@
fire_sound = 'sound/weapons/Taser.ogg' fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun." user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode" projectile_type = "/obj/item/projectile/energy/electrode"
fire_delay = 20
if(0) if(0)
mode = 1 mode = 1
charge_cost = 100 charge_cost = 100
fire_sound = 'sound/weapons/Laser.ogg' fire_sound = 'sound/weapons/Laser.ogg'
user << "\red [src.name] is now set to kill." user << "\red [src.name] is now set to kill."
projectile_type = "/obj/item/projectile/beam" projectile_type = "/obj/item/projectile/beam"
fire_delay = 0
if(1) if(1)
mode = 2 mode = 2
charge_cost = 200 charge_cost = 200
fire_sound = 'sound/weapons/pulse.ogg' fire_sound = 'sound/weapons/pulse.ogg'
user << "\red [src.name] is now set to DESTROY." user << "\red [src.name] is now set to DESTROY."
projectile_type = "/obj/item/projectile/beam/pulse" projectile_type = "/obj/item/projectile/beam/pulse"
fire_delay = 0
return return
isHandgun() isHandgun()

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@@ -180,7 +180,7 @@ obj/item/weapon/gun/energy/staff/focus
projectile_type = "/obj/item/projectile/beam/sniper" projectile_type = "/obj/item/projectile/beam/sniper"
slot_flags = SLOT_BACK slot_flags = SLOT_BACK
charge_cost = 2500 charge_cost = 2500
fire_delay = 10 fire_delay = 50
w_class = 4.0 w_class = 4.0
var/zoom = 0 var/zoom = 0

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@@ -7,6 +7,7 @@
fire_sound = 'sound/weapons/Taser.ogg' fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode" projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/stock_parts/cell/crap" cell_type = "/obj/item/weapon/stock_parts/cell/crap"
fire_delay = 20
/obj/item/weapon/gun/energy/taser/cyborg /obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun" name = "taser gun"
@@ -50,9 +51,9 @@
desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder. Holds twice as much ammo as a standard taser." desc = "A high-tech revolver that fires internal, reusable stun cartidges in a revolving cylinder. Holds twice as much ammo as a standard taser."
icon_state = "stunrevolver" icon_state = "stunrevolver"
fire_sound = "sound/weapons/gunshot.ogg" fire_sound = "sound/weapons/gunshot.ogg"
origin_tech = "combat=3;materials=3;powerstorage=2"
projectile_type = "/obj/item/projectile/energy/electrode" projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/stock_parts/cell" cell_type = "/obj/item/weapon/stock_parts/cell"
fire_delay = 20

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@@ -6,7 +6,7 @@
name = "Advanced Energy Gun" name = "Advanced Energy Gun"
desc = "An energy gun with an experimental miniaturized reactor." desc = "An energy gun with an experimental miniaturized reactor."
id = "nuclear_gun" id = "nuclear_gun"
req_tech = list("combat" = 3, "materials" = 5, "powerstorage" = 3) req_tech = list("combat" = 4, "materials" = 5, "powerstorage" = 3)
build_type = PROTOLATHE build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000) materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 2000)
reliability_base = 76 reliability_base = 76
@@ -147,7 +147,7 @@
id = "stunrevolver" id = "stunrevolver"
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2) req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
build_type = PROTOLATHE build_type = PROTOLATHE
materials = list("$metal" = 4000) materials = list("$metal" = 4000, "$glass" = 1000)
build_path = /obj/item/weapon/gun/energy/stunrevolver build_path = /obj/item/weapon/gun/energy/stunrevolver
locked = 1 locked = 1
category = list("Weapons") category = list("Weapons")

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@@ -1484,6 +1484,7 @@
#include "code\modules\projectiles\guns\magic.dm" #include "code\modules\projectiles\guns\magic.dm"
#include "code\modules\projectiles\guns\projectile.dm" #include "code\modules\projectiles\guns\projectile.dm"
#include "code\modules\projectiles\guns\energy\advtaser.dm" #include "code\modules\projectiles\guns\energy\advtaser.dm"
#include "code\modules\projectiles\guns\energy\hos.dm"
#include "code\modules\projectiles\guns\energy\laser.dm" #include "code\modules\projectiles\guns\energy\laser.dm"
#include "code\modules\projectiles\guns\energy\nuclear.dm" #include "code\modules\projectiles\guns\energy\nuclear.dm"
#include "code\modules\projectiles\guns\energy\pulse.dm" #include "code\modules\projectiles\guns\energy\pulse.dm"