/obj/item/ammo_casing/energy name = "energy weapon lens" desc = "The part of the gun that makes the laser go pew" caliber = "energy" projectile_type = /obj/item/projectile/energy var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot. var/select_name = "energy" fire_sound = 'sound/weapons/laser.ogg' muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy /obj/item/ammo_casing/energy/laser projectile_type = /obj/item/projectile/beam/laser muzzle_flash_color = LIGHT_COLOR_DARKRED select_name = "kill" /obj/item/ammo_casing/energy/laser/cyborg //to balance cyborg energy cost seperately e_cost = 250 /obj/item/ammo_casing/energy/lasergun projectile_type = /obj/item/projectile/beam/laser muzzle_flash_color = LIGHT_COLOR_DARKRED e_cost = 83 select_name = "kill" /obj/item/ammo_casing/energy/laser/hos e_cost = 120 /obj/item/ammo_casing/energy/laser/practice projectile_type = /obj/item/projectile/beam/practice select_name = "practice" harmful = FALSE /obj/item/ammo_casing/energy/laser/scatter projectile_type = /obj/item/projectile/beam/scatter pellets = 5 variance = 25 select_name = "scatter" /obj/item/ammo_casing/energy/laser/heavy projectile_type = /obj/item/projectile/beam/laser/heavylaser select_name = "anti-vehicle" fire_sound = 'sound/weapons/lasercannonfire.ogg' /obj/item/ammo_casing/energy/laser/pulse projectile_type = /obj/item/projectile/beam/pulse muzzle_flash_color = LIGHT_COLOR_DARKBLUE e_cost = 200 select_name = "DESTROY" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/laser/scatter/pulse projectile_type = /obj/item/projectile/beam/pulse e_cost = 200 select_name = "ANNIHILATE" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/laser/bluetag projectile_type = /obj/item/projectile/beam/lasertag/bluetag muzzle_flash_color = LIGHT_COLOR_BLUE select_name = "bluetag" harmful = FALSE /obj/item/ammo_casing/energy/laser/redtag projectile_type = /obj/item/projectile/beam/lasertag/redtag select_name = "redtag" harmful = FALSE /obj/item/ammo_casing/energy/xray projectile_type = /obj/item/projectile/beam/xray muzzle_flash_color = LIGHT_COLOR_GREEN e_cost = 100 fire_sound = 'sound/weapons/laser3.ogg' /obj/item/ammo_casing/energy/immolator projectile_type = /obj/item/projectile/beam/immolator fire_sound = 'sound/weapons/laser3.ogg' e_cost = 125 /obj/item/ammo_casing/energy/immolator/strong projectile_type = /obj/item/projectile/beam/immolator/strong e_cost = 125 select_name = "precise" /obj/item/ammo_casing/energy/immolator/strong/cyborg // Used by gamma ERT borgs e_cost = 1000 // 5x that of the standard laser, for 2.25x the damage (if 1/1 shots hit) plus ignite. Not energy-efficient, but can be used for sniping. /obj/item/ammo_casing/energy/immolator/scatter projectile_type = /obj/item/projectile/beam/immolator/weak e_cost = 125 pellets = 6 variance = 25 select_name = "scatter" /obj/item/ammo_casing/energy/immolator/scatter/cyborg // Used by gamma ERT borgs e_cost = 1000 // 5x that of the standard laser, for 7.5x the damage (if 6/6 shots hit) plus ignite. Efficient only if you hit with at least 4/6 of the shots. /obj/item/ammo_casing/energy/electrode projectile_type = /obj/item/projectile/energy/electrode muzzle_flash_color = "#FFFF00" select_name = "stun" fire_sound = 'sound/weapons/taser.ogg' e_cost = 200 harmful = FALSE /obj/item/ammo_casing/energy/ion projectile_type = /obj/item/projectile/ion muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE select_name = "ion" fire_sound = 'sound/weapons/ionrifle.ogg' /obj/item/ammo_casing/energy/ion/hos projectile_type = /obj/item/projectile/ion/weak e_cost = 300 /obj/item/ammo_casing/energy/declone projectile_type = /obj/item/projectile/energy/declone muzzle_flash_color = LIGHT_COLOR_GREEN select_name = "declone" fire_sound = 'sound/weapons/pulse3.ogg' /obj/item/ammo_casing/energy/mindflayer projectile_type = /obj/item/projectile/energy/mindflayer muzzle_flash_color = LIGHT_COLOR_PURPLE select_name = "mindflayer" fire_sound = 'sound/weapons/pulse3.ogg' /obj/item/ammo_casing/energy/flora fire_sound = 'sound/effects/stealthoff.ogg' muzzle_flash_color = LIGHT_COLOR_GREEN harmful = FALSE /obj/item/ammo_casing/energy/flora/yield projectile_type = /obj/item/projectile/energy/florayield select_name = "yield" /obj/item/ammo_casing/energy/flora/mut projectile_type = /obj/item/projectile/energy/floramut select_name = "mutation" /obj/item/ammo_casing/energy/temp projectile_type = /obj/item/projectile/temp fire_sound = 'sound/weapons/pulse3.ogg' var/temp = 300 /obj/item/ammo_casing/energy/temp/New() ..() BB = null /obj/item/ammo_casing/energy/temp/newshot() ..(temp) /obj/item/ammo_casing/energy/meteor projectile_type = /obj/item/projectile/meteor muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash muzzle_flash_color = null select_name = "goddamn meteor" /obj/item/ammo_casing/energy/disabler projectile_type = /obj/item/projectile/beam/disabler muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE select_name = "disable" e_cost = 50 fire_sound = 'sound/weapons/taser2.ogg' harmful = FALSE delay = 0.6 SECONDS /obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again e_cost = 250 /obj/item/ammo_casing/energy/disabler/hos e_cost = 60 /obj/item/ammo_casing/energy/plasma projectile_type = /obj/item/projectile/plasma muzzle_flash_color = LIGHT_COLOR_PURPLE select_name = "plasma burst" fire_sound = 'sound/weapons/plasma_cutter.ogg' delay = 15 e_cost = 25 /obj/item/ammo_casing/energy/plasma/adv projectile_type = /obj/item/projectile/plasma/adv delay = 10 e_cost = 10 /obj/item/ammo_casing/energy/wormhole projectile_type = /obj/item/projectile/beam/wormhole muzzle_flash_color = "#33CCFF" delay = 10 e_cost = 100 fire_sound = 'sound/weapons/pulse3.ogg' var/obj/item/gun/energy/wormhole_projector/gun = null select_name = "blue" harmful = FALSE /obj/item/ammo_casing/energy/wormhole/New(obj/item/gun/energy/wormhole_projector/wh) gun = wh return ..() /obj/item/ammo_casing/energy/wormhole/orange projectile_type = /obj/item/projectile/beam/wormhole/orange muzzle_flash_color = "#FF6600" select_name = "orange" /obj/item/ammo_casing/energy/bolt projectile_type = /obj/item/projectile/energy/bolt muzzle_flash_color = null muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash select_name = "bolt" e_cost = 500 fire_sound = 'sound/weapons/genhit.ogg' /obj/item/ammo_casing/energy/bolt/large projectile_type = /obj/item/projectile/energy/bolt/large select_name = "heavy bolt" /obj/item/ammo_casing/energy/instakill projectile_type = /obj/item/projectile/beam/instakill muzzle_flash_color = LIGHT_COLOR_PURPLE e_cost = 0 select_name = "DESTROY" /obj/item/ammo_casing/energy/instakill/blue projectile_type = /obj/item/projectile/beam/instakill/blue muzzle_flash_color = LIGHT_COLOR_DARKBLUE /obj/item/ammo_casing/energy/instakill/red projectile_type = /obj/item/projectile/beam/instakill/red muzzle_flash_color = LIGHT_COLOR_DARKRED /obj/item/ammo_casing/energy/plasma projectile_type = /obj/item/projectile/plasma muzzle_flash_color = LIGHT_COLOR_PURPLE select_name = "plasma burst" fire_sound = 'sound/weapons/pulse.ogg' /obj/item/ammo_casing/energy/plasma/adv projectile_type = /obj/item/projectile/plasma/adv /obj/item/ammo_casing/energy/tesla_bolt fire_sound = 'sound/magic/lightningbolt.ogg' e_cost = 200 select_name = "lightning beam" muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE projectile_type = /obj/item/projectile/energy/tesla_bolt /obj/item/ammo_casing/energy/arc_revolver fire_sound = 'sound/magic/lightningbolt.ogg' //New sound e_cost = 125 //8 shots? select_name = "lightning beam" //I guess muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE // Depends on sprite projectile_type = /obj/item/projectile/energy/arc_revolver ///This number is randomly generated when the arc revolver is made. This ensures the beams only link to beams from the gun, one lower or higher than the number on the boosted object. var/random_link_number /obj/item/ammo_casing/energy/arc_revolver/Initialize() . = ..() random_link_number = rand(1, 9999999) /obj/item/ammo_casing/energy/arc_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "") ..() var/obj/item/projectile/energy/arc_revolver/P = BB P.charge_number = random_link_number random_link_number++ /obj/item/ammo_casing/energy/weak_plasma projectile_type = /obj/item/projectile/energy/weak_plasma e_cost = 75 // With no charging, 162.5 damage from 13 shots. muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE fire_sound = 'sound/weapons/taser2.ogg' select_name = null //If the select name is null, it does not send a message of switching modes to the user, important on the pistol. /obj/item/ammo_casing/energy/charged_plasma projectile_type = /obj/item/projectile/energy/charged_plasma e_cost = 0 //Charge is used when you charge the gun. Prevents issues. muzzle_flash_color = LIGHT_COLOR_FADEDPURPLE fire_sound = 'sound/weapons/marauder.ogg' //Should be different enough to get attention select_name = null /obj/item/ammo_casing/energy/clown projectile_type = /obj/item/projectile/clown muzzle_flash_effect = null fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg' select_name = "clown" /obj/item/ammo_casing/energy/emitter projectile_type = /obj/item/projectile/beam/emitter muzzle_flash_color = LIGHT_COLOR_GREEN fire_sound = 'sound/weapons/emitter.ogg' e_cost = 100 delay = 2 SECONDS // Lasers fire twice every second for 40 dps, this fires every 2 seconds for 15 dps. Seems fair, since every cyborg will have this with more shots? select_name = "emitter" /obj/item/ammo_casing/energy/emitter/cyborg e_cost = 350 // about 42 shots on an engineering borg from a borging machine, Reads a lot better than it actually is because people miss shots and often your better abilities require charge as well delay = 1 SECONDS /obj/item/ammo_casing/energy/emitter/cyborg/proto // needed a slightly weaker ranged option to give to Safety Overriden borgs. The fire rate is about the same as an emitter if you put it on the ground. e_cost = 500 delay = 2 SECONDS /obj/item/ammo_casing/energy/bsg projectile_type = /obj/item/projectile/energy/bsg muzzle_flash_color = LIGHT_COLOR_DARKBLUE muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG fire_sound = 'sound/weapons/wave.ogg' e_cost = 10000 select_name = null //No one is sticking this into another gun / so I don't have to rename 20 icon states delay = 4 SECONDS //Looooooong cooldown // Used to be 10 seconds, has been rebalanced to be normal firing rate now /obj/item/ammo_casing/energy/teleport projectile_type = /obj/item/projectile/energy/teleport muzzle_flash_color = LIGHT_COLOR_LIGHTBLUE fire_sound = 'sound/weapons/wave.ogg' e_cost = 250 select_name = "teleport beam" var/teleport_target /obj/item/ammo_casing/energy/teleport/New() ..() BB = null /obj/item/ammo_casing/energy/teleport/newshot() ..(teleport_target) /obj/item/ammo_casing/energy/mimic projectile_type = /obj/item/projectile/mimic muzzle_flash_effect = null fire_sound = 'sound/weapons/bite.ogg' select_name = "gun mimic" var/mimic_type /obj/item/ammo_casing/energy/mimic/New() ..() BB = null /obj/item/ammo_casing/energy/mimic/newshot() ..(mimic_type) /obj/item/ammo_casing/energy/detective projectile_type = /obj/item/projectile/beam/laser/detective fire_sound = 'sound/weapons/gunshots/gunshot_det_energy.ogg' select_name = "disabler" /obj/item/ammo_casing/energy/detective/tracker_warrant projectile_type = /obj/item/projectile/beam/laser/detective/tracker_warrant_shot e_cost = 50 select_name = "tracker and warrant generator" /obj/item/ammo_casing/energy/detective/overcharge projectile_type = /obj/item/projectile/beam/laser/detective/overcharged e_cost = 200 select_name = "overcharged" /obj/item/ammo_casing/energy/silencer_ammo projectile_type = /obj/item/projectile/beam/silencer muzzle_flash_effect = null select_name = "silencing dissidents" e_cost = 50 // 16 shots fire_sound = 'sound/weapons/silencer_laser.ogg'