Gun changes (#4185)

* Various background gun changes

* Forgot to include the sounds, woops

* Fixes some more gun stuff

* Makes the cham gun work again
This commit is contained in:
Anewbe
2018-02-13 01:12:14 -06:00
committed by Atermonera
parent dcf7b73320
commit 534a588a6a
45 changed files with 967 additions and 837 deletions

View File

@@ -4,7 +4,7 @@
switch between standard fire and a more efficent but weaker 'suppressive' fire."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
wielded_item_state = "laser-wielded"
fire_delay = 8
slot_flags = SLOT_BELT|SLOT_BACK
w_class = ITEMSIZE_LARGE
@@ -12,8 +12,7 @@
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/midlaser
// requires_two_hands = 1
one_handed_penalty = 2
// one_handed_penalty = 30
firemodes = list(
list(mode_name="normal", fire_delay=8, projectile_type=/obj/item/projectile/beam/midlaser, charge_cost = 240),
@@ -23,7 +22,7 @@
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
use_external_power = 1
requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
/obj/item/weapon/gun/energy/laser/practice
name = "practice laser carbine"
@@ -43,7 +42,6 @@
icon_state = "retro"
item_state = "retro"
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
@@ -79,7 +77,6 @@
item_state = "caplaser"
desc = "A rare weapon, handcrafted by a now defunct specialty manufacturer on Luna for a small fortune. It's certainly aged well."
force = 5
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
@@ -95,15 +92,13 @@
flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
icon_state = "lasercannon"
item_state = null
fire_sound = 'sound/weapons/lasercannonfire.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
slot_flags = SLOT_BELT|SLOT_BACK
projectile_type = /obj/item/projectile/beam/heavylaser/cannon
battery_lock = 1
fire_delay = 20
w_class = ITEMSIZE_LARGE
// requires_two_hands = 1
one_handed_penalty = 6 // The thing's heavy and huge.
// one_handed_penalty = 90 // The thing's heavy and huge.
accuracy = 3
charge_cost = 600
@@ -113,7 +108,7 @@
use_external_power = 1
recharge_time = 10
accuracy = 0 // Mounted cannons are just fine the way they are.
requires_two_hands = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
one_handed_penalty = 0 // Not sure if two-handing gets checked for mounted weapons, but better safe than sorry.
projectile_type = /obj/item/projectile/beam/heavylaser
charge_cost = 400
fire_delay = 20
@@ -124,7 +119,6 @@
standard photonic beams, resulting in an effective 'anti-armor' energy weapon."
icon_state = "xray"
item_state = "xray"
fire_sound = 'sound/weapons/eluger.ogg'
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/xray
charge_cost = 200
@@ -145,10 +139,10 @@
fire_delay = 35
force = 10
w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
accuracy = -3 //shooting at the hip
accuracy = -45 //shooting at the hip
scoped_accuracy = 0
// requires_two_hands = 1
one_handed_penalty = 4 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
set category = "Object"
@@ -165,7 +159,6 @@
desc = "Standard issue weapon of the Imperial Guard"
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
fire_sound = 'sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam/lastertag/blue
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1

View File

@@ -3,7 +3,6 @@
desc = "Another bestseller of Lawson Arms and the FTU, the LAEP90 Perun is a versatile energy based sidearm, capable of switching between low and high capacity projectile settings. In other words: Stun or Kill."
icon_state = "energystun100"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
fire_delay = 10 // Handguns should be inferior to two-handed weapons.
projectile_type = /obj/item/projectile/beam/stun/med
@@ -11,8 +10,8 @@
modifystate = "energystun"
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="energystun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="energystun", charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="energykill", charge_cost = 480),
)
/obj/item/weapon/gun/energy/gun/mounted
@@ -26,7 +25,6 @@
desc = "The FM-2t is a versatile energy based weapon, capable of switching between stun or kill with a three round burst option for both settings."
icon_state = "fm-2tstun100" //May resprite this to be more rifley
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
force = 8
w_class = ITEMSIZE_LARGE //Probably gonna make it a rifle sooner or later
@@ -37,13 +35,13 @@
modifystate = "fm-2tstun"
// requires_two_hands = 1
one_handed_penalty = 2
// one_handed_penalty = 30
firemodes = list(
list(mode_name="stun", burst=1, projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 100),
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="fm-2tstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="fm-2tkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 200),
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="fm-2tkill", fire_sound='sound/weapons/Laser.ogg'),
list(mode_name="stun", burst=1, projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="fm-2tstun", charge_cost = 100),
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="fm-2tstun"),
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="fm-2tkill", charge_cost = 200),
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="fm-2tkill"),
)
/obj/item/weapon/gun/energy/gun/nuclear
@@ -61,9 +59,9 @@
modifystate = null
// requires_two_hands = 1
one_handed_penalty = 1 // It's rather bulky, so holding it in one hand is a little harder than with two, however it's not 'required'.
// 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'.
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="nucgunstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="nucgunkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, modifystate="nucgunstun", charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="nucgunkill", charge_cost = 480),
)

View File

@@ -5,15 +5,14 @@
item_state = null //so the human update icon uses the icon_state instead.
slot_flags = SLOT_BELT|SLOT_BACK
force = 10
fire_sound='sound/weapons/Laser.ogg'
projectile_type = /obj/item/projectile/beam
charge_cost = 120
sel_mode = 2
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg', fire_delay=null, charge_cost = 120),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg', fire_delay=null, charge_cost = 120),
list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/gauss_shoot.ogg', fire_delay=null, charge_cost = 240),
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 120),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 120),
list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 240),
)
/obj/item/weapon/gun/energy/pulse_rifle/mounted
@@ -39,7 +38,7 @@
charge_cost = 240
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg', fire_delay=null, charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg', fire_delay=null, charge_cost = 240),
list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_sound='sound/weapons/gauss_shoot.ogg', fire_delay=null, charge_cost = 480),
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 240),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 240),
list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 480),
)

View File

@@ -3,7 +3,6 @@
desc = "The NT Mk60 EW Halicon is a man portable anti-armor weapon designed to disable mechanical threats, produced by NT. Not the best of its type."
icon_state = "ionrifle"
item_state = "ionrifle"
fire_sound = 'sound/weapons/Laser.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = ITEMSIZE_LARGE
force = 10
@@ -202,12 +201,12 @@ obj/item/weapon/gun/energy/staff/focus
projectile_type = /obj/item/projectile/energy/blue_pellet
cell_type = /obj/item/weapon/cell/device/weapon/recharge
battery_lock = 1
accuracy = 5 // Suppressive weapons don't work too well if there's no risk of being hit.
accuracy = 75 // Suppressive weapons don't work too well if there's no risk of being hit.
burst_delay = 1 // Burst faster than average.
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 6, TECH_ILLEGAL = 6)
firemodes = list(
list(mode_name="single shot", burst = 1, burst_accuracy = list(5), dispersion = list(0), charge_cost = 24),
list(mode_name="five shot burst", burst = 5, burst_accuracy = list(5,5,5,5,5), dispersion = list(1,1,1,1,1)),
list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(5,5,5,5,5,5,5,5,5,5), dispersion = list(2,2,2,2,2,2,2,2,2,2))
list(mode_name="single shot", burst = 1, burst_accuracy = list(75), dispersion = list(0), charge_cost = 24),
list(mode_name="five shot burst", burst = 5, burst_accuracy = list(75,75,75,75,75), dispersion = list(1,1,1,1,1)),
list(mode_name="ten shot burst", burst = 10, burst_accuracy = list(75,75,75,75,75,75,75,75,75,75), dispersion = list(2,2,2,2,2,2,2,2,2,2)),
)

View File

@@ -3,7 +3,6 @@
desc = "The NT Mk30 NL is a small gun used for non-lethal takedowns. Produced by NT, it's actually a licensed version of a W-T design."
icon_state = "taser"
item_state = null //so the human update icon uses the icon_state instead.
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = /obj/item/projectile/beam/stun
/obj/item/weapon/gun/energy/taser/mounted
@@ -22,7 +21,6 @@
desc = "A LAEP20 Zeus. Designed by Lawson Arms and produced under the wing of Hephaestus, several TSCs have been trying to get a hold of the blueprints for half a decade."
icon_state = "stunrevolver"
item_state = "stunrevolver"
fire_sound = 'sound/weapons/Gunshot.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
projectile_type = /obj/item/projectile/energy/electrode/strong
charge_cost = 300
@@ -63,7 +61,6 @@
desc = "The Mars Military Industries MA21 Selkie is a weapon that uses a laser pulse to ionise the local atmosphere, creating a disorienting pulse of plasma and deafening shockwave as the wave expands."
icon_state = "plasma_stun"
item_state = "plasma_stun"
fire_sound = 'sound/weapons/blaster.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_POWER = 3)
fire_delay = 20
charge_cost = 600