mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-08-24 13:46:53 +01:00
Tweaks energy weapons (part I?)
Adjusts the fire delays, charge levels and recharge speeds of many energy weapons. Adjusts the damage of several types of energy beams. Renames the "burst laser" to the "burst energy gun". Also updates the cargo ordering console's entry to match. Converts a few weapon-related booleans to use TRUE/FALSE. Fixes formatting of some weapon fire modes.
This commit is contained in:
@@ -6,7 +6,7 @@
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icon_state = "laser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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fire_delay = 0.8 SECONDS
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 10
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@@ -16,16 +16,16 @@
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one_handed_penalty = 30
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firemodes = list(
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list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
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list(mode_name="suppressive", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
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)
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list(mode_name = "normal", projectile_type = /obj/item/projectile/beam/midlaser, charge_cost = 240),
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list(mode_name = "suppressive", fire_delay = 0.6 SECONDS, projectile_type = /obj/item/projectile/beam/weaklaser, charge_cost = 60),
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)
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/obj/item/gun/energy/laser/empty
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cell_type = null
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/obj/item/gun/energy/laser/mounted
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self_recharge = 1
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use_external_power = 1
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self_recharge = TRUE
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use_external_power = TRUE
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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/obj/item/gun/energy/laser/mounted/augment
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@@ -49,9 +49,9 @@
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cell_type = /obj/item/cell/device
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firemodes = list(
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list(mode_name="normal", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 48),
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list(mode_name="suppressive", projectile_type=/obj/item/projectile/beam/practice, charge_cost = 12),
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)
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list(mode_name = "normal", projectile_type = /obj/item/projectile/beam/practice, charge_cost = 48),
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list(mode_name = "suppressive", projectile_type = /obj/item/projectile/beam/practice, charge_cost = 12),
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)
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//Functionally identical, but slightly higher tech due to rarer.
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/obj/item/gun/energy/laser/sleek
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@@ -71,7 +71,7 @@
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icon_state = "mininglaser"
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item_state = "laser"
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wielded_item_state = "laser-wielded"
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fire_delay = 8
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fire_delay = 0.8 SECONDS
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slot_flags = SLOT_BELT|SLOT_BACK
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w_class = ITEMSIZE_LARGE
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force = 15
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@@ -81,9 +81,9 @@
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one_handed_penalty = 30
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firemodes = list(
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list(mode_name="mining", fire_delay=8, projectile_type=/obj/item/projectile/beam/mininglaser, charge_cost = 200),
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list(mode_name="deter", fire_delay=5, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
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)
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list(mode_name = "mining", projectile_type = /obj/item/projectile/beam/mininglaser, charge_cost = 200),
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list(mode_name = "deter", fire_delay = 0.6 SECONDS, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 80),
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)
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/obj/item/gun/energy/retro
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name = "retro laser"
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@@ -93,11 +93,11 @@
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slot_flags = SLOT_BELT
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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fire_delay = 10 //old technology
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fire_delay = 1 SECOND //old technology
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/obj/item/gun/energy/retro/mounted
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self_recharge = 1
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use_external_power = 1
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self_recharge = TRUE
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use_external_power = TRUE
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/obj/item/gun/energy/retro/empty
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icon_state = "retro"
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@@ -138,7 +138,7 @@
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_pistol)
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icon_state = "alienpistol"
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item_state = "alienpistol"
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fire_delay = 10 // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
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fire_delay = 1 SECOND // Handguns should be inferior to two-handed weapons. Even alien ones I suppose.
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charge_cost = 480 // Five shots.
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projectile_type = /obj/item/projectile/beam/cyan
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@@ -160,7 +160,7 @@
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w_class = ITEMSIZE_NORMAL
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projectile_type = /obj/item/projectile/beam
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origin_tech = null
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fire_delay = 10 //Old pistol
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fire_delay = 1 SECOND //Old pistol
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charge_cost = 480 //to compensate a bit for self-recharging
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cell_type = /obj/item/cell/device/weapon/recharge/captain
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battery_lock = 1
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@@ -176,22 +176,21 @@
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slot_flags = SLOT_BELT|SLOT_BACK
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projectile_type = /obj/item/projectile/beam/heavylaser/cannon
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battery_lock = 1
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fire_delay = 20
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fire_delay = 2 SECONDS
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w_class = ITEMSIZE_LARGE
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one_handed_penalty = 90 // The thing's heavy and huge.
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accuracy = 45
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charge_cost = 600
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recharge_time = 1 SECOND
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/obj/item/gun/energy/lasercannon/mounted
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name = "mounted laser cannon"
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self_recharge = 1
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use_external_power = 1
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recharge_time = 10
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self_recharge = TRUE
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use_external_power = TRUE
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accuracy = 0 // Mounted cannons are just fine the way they are.
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one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
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projectile_type = /obj/item/projectile/beam/heavylaser
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charge_cost = 400
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fire_delay = 20
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/obj/item/gun/energy/xray
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name = "xray laser gun"
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@@ -202,6 +201,7 @@
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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projectile_type = /obj/item/projectile/beam/xray
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charge_cost = 200
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fire_delay = 0.8 SECONDS
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/obj/item/gun/energy/sniperrifle
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name = "marksman energy rifle"
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@@ -218,11 +218,11 @@
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action_button_name = "Use Scope"
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battery_lock = 1
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charge_cost = 600
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fire_delay = 35
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fire_delay = 3.5 SECONDS
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force = 10
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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accuracy = -45 //shooting at the hip
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scoped_accuracy = 50
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scoped_accuracy = 75
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one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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/obj/item/gun/energy/sniperrifle/ui_action_click()
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@@ -246,7 +246,7 @@
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slot_flags = SLOT_BACK
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action_button_name = "Aim Down Sights"
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charge_cost = 1300
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fire_delay = 20
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fire_delay = 2 SECONDS
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force = 8
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w_class = ITEMSIZE_LARGE
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accuracy = 10
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@@ -4,7 +4,7 @@
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description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile weapons to security and law enforcement agencies."
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icon_state = "energystun100"
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item_state = null //so the human update icon uses the icon_state instead.
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fire_delay = 10 // Handguns should be inferior to two-handed weapons.
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fire_delay = 1 SECOND // Handguns should be inferior to two-handed weapons.
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projectile_type = /obj/item/projectile/beam/stun/med
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origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
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@@ -13,16 +13,16 @@
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="energystun", charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", charge_cost = 480),
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)
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)
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/obj/item/gun/energy/gun/mounted
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name = "mounted energy gun"
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self_recharge = 1
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use_external_power = 1
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self_recharge = TRUE
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use_external_power = TRUE
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/obj/item/gun/energy/gun/burst
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name = "burst laser"
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name = "burst energy gun"
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desc = "The Lawson Arms FM-2t is a versatile energy based weapon, capable of switching between stun or kill with a three round burst option for both settings."
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description_fluff = "Lawson Arms is Hephaestus Industries’ main personal-energy-weapon branding, often sold alongside MarsTech projectile weapons to security and law enforcement agencies."
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icon_state = "riflestun100"
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@@ -30,7 +30,7 @@
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charge_cost = 100
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force = 8
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w_class = ITEMSIZE_LARGE //Probably gonna make it a rifle sooner or later
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fire_delay = 6
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fire_delay = 0.8 SECONDS
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projectile_type = /obj/item/projectile/beam/stun/weak
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origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
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@@ -40,11 +40,22 @@
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// one_handed_penalty = 30
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firemodes = list(
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list(mode_name="stun", burst=1, projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="riflestun", charge_cost = 100),
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list(mode_name="stun burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="riflestun"),
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list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="riflekill", charge_cost = 200),
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list(mode_name="lethal burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="riflekill"),
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)
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list(mode_name = "stun", burst = 1, projectile_type = /obj/item/projectile/beam/stun/weak,
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modifystate = "riflestun"
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),
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list(mode_name = "stun burst", burst = 3, fire_delay = 1 SECOND, move_delay = 4,
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burst_accuracy = list(0,0,0), dispersion = list(0.0, 0.2, 0.5),
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projectile_type = /obj/item/projectile/beam/stun/weak, modifystate = "riflestun"
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),
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list(mode_name = "lethal", burst = 1, projectile_type = /obj/item/projectile/beam/burstlaser,
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modifystate = "riflekill", charge_cost = 200
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),
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list(mode_name = "lethal burst", burst = 3, fire_delay = 1 SECOND, move_delay = 4,
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burst_accuracy = list(0,0,0), dispersion = list(0.0, 0.2, 0.5),
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projectile_type = /obj/item/projectile/beam/burstlaser, modifystate = "riflekill",
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charge_cost = 200
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),
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)
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/obj/item/gun/energy/gun/nuclear
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name = "advanced energy gun"
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@@ -55,7 +66,7 @@
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slot_flags = SLOT_BELT
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force = 8 //looks heavier than a pistol
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w_class = ITEMSIZE_LARGE //Looks bigger than a pistol, too.
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fire_delay = 6 //This one's not a handgun, it should have the same fire delay as everything else
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fire_delay = 0.8 SECONDS //This one's not a handgun, it should have the same fire delay as everything else
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cell_type = /obj/item/cell/device/weapon/recharge
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battery_lock = 1
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modifystate = null
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@@ -64,9 +75,9 @@
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// one_handed_penalty = 15 // It's rather bulky, so holding it in one hand is a little harder than with two, however it's not 'required'.
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="nucgunstun", charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="nucgunkill", charge_cost = 480),
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)
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list(mode_name = "stun", projectile_type = /obj/item/projectile/beam/stun, modifystate = "nucgunstun", charge_cost = 240),
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list(mode_name = "lethal", projectile_type = /obj/item/projectile/beam, modifystate = "nucgunkill", charge_cost = 480),
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)
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//Functionally a Perun, but flavoured.
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/obj/item/gun/energy/gun/compact
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@@ -80,9 +91,9 @@
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modifystate = "PDWstun"
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="PDWstun", charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="PDWkill", charge_cost = 480),
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)
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list(mode_name = "stun", projectile_type = /obj/item/projectile/beam/stun/med, modifystate = "PDWstun", charge_cost = 240),
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list(mode_name = "lethal", projectile_type = /obj/item/projectile/beam, modifystate = "PDWkill", charge_cost = 480),
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)
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//What if we went smaller?
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/obj/item/gun/energy/gun/pocket
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@@ -95,6 +106,6 @@
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modifystate = "egunstun"
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="egunstun", charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="egunkill", charge_cost = 480),
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)
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list(mode_name = "stun", projectile_type = /obj/item/projectile/beam/stun/med, modifystate = "egunstun", charge_cost = 240),
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list(mode_name = "lethal", projectile_type = /obj/item/projectile/beam, modifystate = "egunkill", charge_cost = 480),
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)
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@@ -36,13 +36,13 @@
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one_handed_penalty = 0
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/obj/item/gun/energy/phasegun/mounted
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self_recharge = 1
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use_external_power = 1
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self_recharge = TRUE
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use_external_power = TRUE
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one_handed_penalty = 0
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/obj/item/gun/energy/phasegun/mounted/cyborg
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charge_cost = 400
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recharge_time = 7
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recharge_time = 0.6 SECONDS
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/obj/item/gun/energy/phasegun/pistol
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name = "phase pistol"
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@@ -57,12 +57,12 @@
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/obj/item/gun/energy/phasegun/pistol/mounted
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name = "mounted phase pistol"
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self_recharge = 1
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use_external_power = 1
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self_recharge = TRUE
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use_external_power = TRUE
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/obj/item/gun/energy/phasegun/pistol/mounted/cyborg
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charge_cost = 400
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recharge_time = 7
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recharge_time = 0.6 SECONDS
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/obj/item/gun/energy/phasegun/rifle
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name = "phase rifle"
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@@ -10,6 +10,7 @@
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force = 10
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slot_flags = SLOT_BACK
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projectile_type = /obj/item/projectile/ion
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fire_delay = 0.8 SECONDS
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/obj/item/gun/energy/ionrifle/emp_act(severity)
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..(max(severity, 4)) //so it doesn't EMP itself, I guess
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@@ -27,6 +28,7 @@
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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charge_cost = 480
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projectile_type = /obj/item/projectile/ion/pistol
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fire_delay = 1 SECOND
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/obj/item/gun/energy/decloner
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name = "biological demolecularisor"
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@@ -6,22 +6,23 @@
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item_state = null //so the human update icon uses the icon_state instead.
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projectile_type = /obj/item/projectile/beam/stun
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charge_cost = 480
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||||
fire_delay = 0.8 SECONDS
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/obj/item/gun/energy/taser/mounted
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name = "mounted taser gun"
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||||
self_recharge = 1
|
||||
use_external_power = 1
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||||
self_recharge = TRUE
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||||
use_external_power = TRUE
|
||||
|
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/obj/item/gun/energy/taser/mounted/augment
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self_recharge = 1
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use_external_power = 0
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self_recharge = TRUE
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||||
use_external_power = FALSE
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||||
use_organic_power = TRUE
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||||
canremove = FALSE
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||||
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/obj/item/gun/energy/taser/mounted/cyborg
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name = "taser gun"
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charge_cost = 400
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||||
recharge_time = 7 //Time it takes for shots to recharge (in ticks)
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charge_cost = 480
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recharge_time = 0.6 SECONDS
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/obj/item/gun/energy/taser/disabler
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name = "disabler"
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@@ -75,7 +76,7 @@
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icon_state = "plasma_stun"
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item_state = "plasma_stun"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 3)
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||||
fire_delay = 20
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||||
fire_delay = 2 SECONDS
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||||
charge_cost = 600
|
||||
projectile_type = /obj/item/projectile/energy/plasmastun
|
||||
|
||||
@@ -93,6 +94,7 @@
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item_state = "stunrevolver"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
projectile_type = /obj/item/projectile/energy/electrode/strong
|
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fire_delay = 0.8 SECONDS
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charge_cost = 300
|
||||
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/obj/item/gun/energy/stunrevolver/vintage
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@@ -105,7 +107,6 @@
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||||
their own variants of the Stun Revolver."
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icon_state = "vinstunrevolver"
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||||
item_state = "stunrevolver"
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
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/obj/item/gun/energy/stunrevolver/snubnose
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name = "snub stun revolver"
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@@ -118,4 +119,3 @@
|
||||
icon_state = "snubstunrevolver"
|
||||
item_state = "stunrevolver"
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||||
w_class = ITEMSIZE_SMALL
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
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||||
@@ -131,8 +131,8 @@
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||||
impact_type = /obj/effect/projectile/impact/laser_em
|
||||
|
||||
/obj/item/projectile/beam/heavylaser/cannon
|
||||
damage = 80
|
||||
armor_penetration = 50
|
||||
damage = 75
|
||||
armor_penetration = 40
|
||||
light_color = "#FF0D00"
|
||||
hud_state = "laser_overcharge"
|
||||
|
||||
@@ -140,8 +140,8 @@
|
||||
name = "xray beam"
|
||||
icon_state = "xray"
|
||||
fire_sound = 'sound/weapons/eluger.ogg'
|
||||
damage = 25
|
||||
armor_penetration = 50
|
||||
damage = 35
|
||||
armor_penetration = 60
|
||||
light_color = "#00CC33"
|
||||
hud_state = "laser_sniper"
|
||||
|
||||
@@ -265,8 +265,8 @@
|
||||
name = "sniper beam"
|
||||
icon_state = "xray"
|
||||
fire_sound = 'sound/weapons/gauss_shoot.ogg'
|
||||
damage = 50
|
||||
armor_penetration = 10
|
||||
damage = 45
|
||||
armor_penetration = 20
|
||||
light_color = "#00CC33"
|
||||
hud_state = "laser_sniper"
|
||||
|
||||
|
||||
@@ -55,9 +55,8 @@
|
||||
slime-based xeno lifeforms at a distance. It is ineffective at stunning non-slimy lifeforms such as humanoids."
|
||||
|
||||
/obj/item/gun/energy/taser/xeno/robot // Borg version
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 3
|
||||
self_recharge = TRUE
|
||||
use_external_power = TRUE
|
||||
|
||||
/obj/item/gun/energy/taser/xeno/sec //NT's corner-cutting option for their on-station security.
|
||||
desc = "An NT Mk30 NL retrofitted to fire beams for subduing non-humanoid slimy xeno life forms."
|
||||
@@ -69,9 +68,8 @@
|
||||
description_fluff = "An NT Mk30 NL retrofitted after the events that occurred aboard the NRS Prometheus."
|
||||
|
||||
/obj/item/gun/energy/taser/xeno/sec/robot //Cyborg variant of the security xeno-taser.
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 3
|
||||
self_recharge = TRUE
|
||||
use_external_power = TRUE
|
||||
|
||||
/obj/item/projectile/beam/stun/xeno
|
||||
icon_state = "omni"
|
||||
|
||||
Reference in New Issue
Block a user