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Paradise/code/modules/projectiles/ammunition/energy.dm
T
Kyep 547d76fb4b Cyborg Improvements (#13056)
* ash storm immunity

* safety override & lavaproof upgrades

* mini-extinguisher for janiborg

* borg cell paths, prevent station borgs using gamma module

* Limit crew SecBorgs to 2, DS borg laser reflection

* replaces standard module with generalist module

* generalist borg gets crowbar

* fix bug where ert engi/med borgs runtime / do not get sprites

* adds TG lavaland and spidermin mining cyborg icons

* roundstart borgs=2, spawn locations=4

* adds damage_protection mechanic

* add xeno_disarm_chance

* ERT borg naming scheme: (level) ERT (number)

* std borg: tweaks hypo, RMs holoproj, adds mats/subsystems

* AA bullet_arc refactor

* refactors var/require_module to be bool, proc/action() to return bool

Suggested by farie82

* better radio for generalist

* rework gamma borgs, split of destroyer borgs

* dead robots fix

* fixes error caused by merging of PR 12932

* manually fix line endings

* fixes borg energy weapons (except disablers) not being recharged within recharging stations

* add trailing newline to make travis pass

* compatibility with #13471 life refactor

* deletes change to gamma sec ERT laser beam energy cost

* refactor handling of ash/lava immunities

* removes spiderlike mining borg sprite

* tweaks generalist borg loadout

* limit secborgs to 1 on green alert / roundstart

* re-run icondiffbot

Co-authored-by: Kyep <Kyep@users.noreply.github.com>
2020-06-28 14:16:14 -06:00

271 lines
7.9 KiB
Plaintext

/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'
/obj/item/ammo_casing/energy/laser
projectile_type = /obj/item/projectile/beam/laser
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
e_cost = 83
select_name = "kill"
/obj/item/ammo_casing/energy/laser/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
e_cost = 100
/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
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
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
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
select_name = "stun"
fire_sound = 'sound/weapons/taser.ogg'
e_cost = 200
delay = 15
harmful = FALSE
/obj/item/ammo_casing/energy/electrode/gun
fire_sound = 'sound/weapons/gunshots/gunshot.ogg'
e_cost = 100
/obj/item/ammo_casing/energy/electrode/hos //allows balancing of HoS and blueshit guns seperately from other energy weapons
e_cost = 200
/obj/item/ammo_casing/energy/ion
projectile_type = /obj/item/projectile/ion
select_name = "ion"
fire_sound = 'sound/weapons/ionrifle.ogg'
/obj/item/ammo_casing/energy/declone
projectile_type = /obj/item/projectile/energy/declone
select_name = "declone"
fire_sound = 'sound/weapons/pulse3.ogg'
/obj/item/ammo_casing/energy/mindflayer
projectile_type = /obj/item/projectile/beam/mindflayer
select_name = "MINDFUCK"
fire_sound = 'sound/weapons/laser.ogg'
/obj/item/ammo_casing/energy/flora
fire_sound = 'sound/effects/stealthoff.ogg'
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
select_name = "goddamn meteor"
/obj/item/ammo_casing/energy/disabler
projectile_type = /obj/item/projectile/beam/disabler
select_name = "disable"
e_cost = 50
fire_sound = 'sound/weapons/taser2.ogg'
harmful = FALSE
/obj/item/ammo_casing/energy/disabler/cyborg //seperate balancing for cyborg, again
e_cost = 250
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/item/projectile/plasma
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
e_cost = 0
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(var/obj/item/gun/energy/wormhole_projector/wh)
gun = wh
/obj/item/ammo_casing/energy/wormhole/orange
projectile_type = /obj/item/projectile/beam/wormhole/orange
select_name = "orange"
/obj/item/ammo_casing/energy/bolt
projectile_type = /obj/item/projectile/energy/bolt
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/dart
projectile_type = /obj/item/projectile/energy/dart
fire_sound = 'sound/weapons/genhit.ogg'
e_cost = 500
select_name = "toxic dart"
/obj/item/ammo_casing/energy/instakill
projectile_type = /obj/item/projectile/beam/instakill
e_cost = 0
select_name = "DESTROY"
/obj/item/ammo_casing/energy/instakill/blue
projectile_type = /obj/item/projectile/beam/instakill/blue
/obj/item/ammo_casing/energy/instakill/red
projectile_type = /obj/item/projectile/beam/instakill/red
/obj/item/ammo_casing/energy/plasma
projectile_type = /obj/item/projectile/plasma
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/shock_revolver
fire_sound = 'sound/magic/lightningbolt.ogg'
e_cost = 200
select_name = "lightning beam"
projectile_type = /obj/item/projectile/energy/shock_revolver
/obj/item/ammo_casing/energy/toxplasma
projectile_type = /obj/item/projectile/energy/toxplasma
fire_sound = 'sound/weapons/taser2.ogg'
select_name = "plasma dart"
/obj/item/ammo_casing/energy/clown
projectile_type = /obj/item/projectile/clown
fire_sound = 'sound/weapons/gunshots/gunshot_smg.ogg'
select_name = "clown"
/obj/item/ammo_casing/energy/sniper
projectile_type = /obj/item/projectile/beam/sniper
fire_sound = 'sound/weapons/marauder.ogg'
delay = 50
select_name = "snipe"
/obj/item/ammo_casing/energy/teleport
projectile_type = /obj/item/projectile/energy/teleport
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
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)