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
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
name = "a hand teleporter"
typepath = /obj/item/weapon/hand_tele

View File

@@ -115,9 +115,9 @@
new /obj/item/clothing/mask/gas/sechailer/hos(src)
new /obj/item/weapon/shield/riot(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/taperoll/police(src)
new /obj/item/weapon/gun/energy/hos(src)
return

View File

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

View File

@@ -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()

View File

@@ -24,6 +24,8 @@ obj/item/weapon/gun/energy/laser/retro
/obj/item/weapon/gun/energy/laser/captain
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."
force = 10
origin_tech = null

View File

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

View File

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

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

View File

@@ -7,6 +7,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/stock_parts/cell/crap"
fire_delay = 20
/obj/item/weapon/gun/energy/taser/cyborg
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."
icon_state = "stunrevolver"
fire_sound = "sound/weapons/gunshot.ogg"
origin_tech = "combat=3;materials=3;powerstorage=2"
projectile_type = "/obj/item/projectile/energy/electrode"
cell_type = "/obj/item/weapon/stock_parts/cell"
fire_delay = 20

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

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