custom_guns.dm mostly ported

This commit is contained in:
Arokha Sieyes
2016-05-12 16:54:04 -04:00
parent 9e19acb3dc
commit 5d1d5b6bf8
11 changed files with 385 additions and 8 deletions
@@ -30,7 +30,7 @@
primitive_form = "Farwa" //POLARISTODO - Add other monkeytypes
spawn_flags = CAN_JOIN
// spawn_flags = CAN_JOIN
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#AFA59E"
@@ -75,7 +75,7 @@
primitive_form = "Farwa" //POLARISTODO - Add other monkeytypes
spawn_flags = CAN_JOIN
// spawn_flags = CAN_JOIN
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#AFA59E"
@@ -108,7 +108,7 @@
primitive_form = "Farwa" //POLARISTODO - Add other monkeytypes
spawn_flags = CAN_JOIN
//spawn_flags = CAN_JOIN
appearance_flags = HAS_HAIR_COLOR | HAS_LIPS | HAS_UNDERWEAR | HAS_SKIN_COLOR | HAS_EYE_COLOR
flesh_color = "#AFA59E"
+372 -2
View File
@@ -9,11 +9,17 @@
"item_state_slots" can replace "item_state", it is a list:
item_state_slots["slotname1"] = "item state for that slot"
item_state_slots["slotname2"] = "item state for that slot"
on guns, in particular:
item_state being null makes it look for exactly the icon_state in the on-mob file,
including any 0,75,etc appended from the energy bar setting
item_state being present prevents different mode sprites, sadly, but you may
be able to override this on the gun itself with a proc
*/
/* TEMPLATE
//ckey:Character Name
/obj/item/weapon/gun/fluff/charactername
/obj/item/weapon/gun/type/fluff/charactername
name = ""
desc = ""
@@ -23,4 +29,368 @@
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "myicon"
*/
*/
//////////////////// Projectile Weapons ////////////////////
// For general use
/obj/item/weapon/gun/projectile/automatic/battlerifle
name = "\improper BR55 Service Rifle"
desc = "You had your chance to be afraid before you joined my beloved Corps! But, to guide you back to the true path, I brought this motivational device! Uses unique 9.5x40mm ammo."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "battlerifle"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "battlerifle"
item_icons = null
w_class = 4
recoil = 2 // The battlerifle was known for its nasty recoil.
max_shells = 36
caliber = "9.5x40mm"
origin_tech = "combat=2;materials=2;"
ammo_type = /obj/item/ammo_casing/a95mm
magazine_type = /obj/item/ammo_magazine/battlerifle
fire_sound = 'sound/weapons/battlerifle.ogg'
load_method = MAGAZINE
slot_flags = SLOT_BACK
// For general use
/obj/item/weapon/gun/projectile/shotgun/pump/unsc
name = "\improper M45E Tactical Shotgun"
desc = "All you greenhorns who wanted to see Xenomorphs up close... this is your lucky day."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "haloshotgun"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "haloshutgun"
item_icons = null
ammo_type = /obj/item/ammo_casing/shotgun
max_shells = 12
// jertheace : Jeremiah 'Ace' Acacius
/obj/item/weapon/gun/projectile/shotgun/pump/unsc/fluff/ace
name = "Ace's M45D Tactical Shotgun" // D-model holds half as many shells as the normal version so as not to be OP as shit. Better than shotgun, worse than combat shotgun.
desc = "Owned by the respected (or feared?) veteran Captain of VORE Station. Inscribed on the barrel are the words \"Speak softly, and carry a big stick.\" It has a folding stock so it can fit into bags."
w_class = 3 // Because collapsable stock so it fits in backpacks.
ammo_type = /obj/item/ammo_casing/shotgun/stunshell
max_shells = 6
// bwoincognito:Tasald Corlethian
/obj/item/weapon/gun/projectile/revolver/detective/fluff/tasald_corlethian
name = "Big Iron revolver"
desc = "A .38 revolver for veteran rangers on the planet Orta. The right side of the handle has a logo for Quarion industries, and the left is the Rangers. The primary ammo for this gun is .38 rubber. According to the CentCom Chief of Security, this revolver was more controversial than it needed to be."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "tasaldrevolver"
item_state = "revolver"
fire_sound = 'sound/weapons/pistol.ogg'
ammo_type = /obj/item/ammo_casing/c38r
var/recentpump = 0
var/cocksound = 'sound/weapons/revolvercock.ogg'
consume_next_projectile()
if(chambered)
return chambered.BB
usr << "\red It's a single action revolver, pull the hammer back!"
return null
attack_self(mob/living/user as mob)
if(world.time >= recentpump + 10)
pump(user)
recentpump = world.time
proc/pump(mob/M as mob)
playsound(M, cocksound, 60, 1)
if(chambered)//We have a shell in the chamber
chambered.loc = get_turf(src)//Eject casing
chambered = null
if(loaded.len)
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
chambered = AC
update_icon()
// roaper : Callum Leamas
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas
name = "Deckard .38"
desc = "A custom built revolver, based off the semi-popular Detective Special model."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "leamas"
ammo_type = /obj/item/ammo_magazine/c38/rubber
load_ammo(var/obj/item/A, mob/user)
if(istype(A, /obj/item/ammo_magazine))
flick("leamas-reloading",src)
..()
// wankersonofjerkin : Ryan Winz
/obj/item/weapon/gun/projectile/revolver/fluff/ryan_winz_revolver
name = "Ryan's 'Devilgun'"
desc = "You notice the serial number on the revolver is 666. The word 'Sin' is engraved on the blood-red rosewood grip. Uses .357 ammo."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "ryan_winz"
item_state = "revolver"
/obj/item/weapon/gun/projectile/revolver/fluff/ryan_winz_revolver/redemption
name = "Ryan's 'Redeemer'"
desc = "You notice the serial number on the revolver is 667. The word 'Redemption' is engraved on dark rosewood grip. Uses .357 ammo."
// sasoperative : Joseph Skinner
/obj/item/weapon/gun/projectile/revolver/shotgun/fluff/sasoperative
name = "\"The Jury\""
desc = "A customized variant of the \"The Judge\" revolver sold by Cybersun Industries, built specifically for Joseph Skinner."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "jury"
item_state = "gun"
accuracy = 0 // Because I know you're not an idiot who needs to be nerfed. -Ace
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
// For general use
/obj/item/weapon/gun/projectile/automatic/stg
name = "\improper StG-650"
desc = "Experience the terror of the Siegfried line, redone for the 26th century! With a fire rate of over 1,400 rounds per minute, the Kaiser would be proud. Uses unique 7.92x33mm Kurz ammo."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "stg60"
icon = 'icons/vore/custom_guns_vr.dmi'
item_state = "gun"
item_icons = null
w_class = 4
max_shells = 30
caliber = "kurz"
origin_tech = "combat=5;materials=2;syndicate=8"
ammo_type = /obj/item/ammo_casing/stg
magazine_type = /obj/item/ammo_magazine/stg
load_method = MAGAZINE
// For general use
/obj/item/weapon/gun/projectile/automatic/m14/fluff/gallian
name = "\improper Gallian 4 Rifle"
desc = "The ever reliable Gallian 4 Rifle. Produced by the National Armory on the Planet of Gaia located in Gallia, the Gallian 4 Rifle offers high accuracy and is widely used in the United Federation's Military. Uses 7.62mm ammo."
// For general use
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/zmkar
name = "\improper ZM Kar 1"
desc = "A reproduction of an old ZM Kar 1 Rifle from the Autocratic East Europan Imperial Alliance of Gaia. Popular among imperials and collectors within the Federation and its allies. Uses 7.62mm ammo."
// For general use
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/wicked
name = "'Wicked Butterfly' ZM Kar S1"
desc = "A customized bolt-action sniper rifle that was carried by some of the most revered snipers in the Federation. The stock has a small butterfly engraved on it. Uses 7.62mm ammo."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "wickedbutterfly"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "SVD"
recoil = 2 //extra kickback
accuracy = -1
scoped_accuracy = 2
load_method = SINGLE_CASING
verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
toggle_scope(2.0)
//This weapon is shelved until someone can fix the modifystate var and apply a safety to the scythe mode.
/*
/obj/item/weapon/gun/projectile/automatic/crestrose
name = "Crescent Rose"
desc = "Can you match my resolve? If so then you will succeed. I believe that the human spirit is indomitable. Keep Moving Forward."
origin_tech = "materials=7"
icon = 'icons/obj/custom_items.dmi'
icon_state = "crestrose"
item_state = null // So it inherits the icon_state.
w_class = 4
fire_sound = 'sound/weapons/rifleshot.ogg'
force = 40
throwforce = 10
max_shells = 10
magazine_type = /obj/item/ammo_magazine/m14
allowed_magazines = list(magazine_type = /obj/item/ammo_magazine/m14)
load_method = MAGAZINE
caliber = "a762"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/modifystate = "crestrose"
var/mode = 0 //0 = unfolded, 1 = folded
/obj/item/weapon/gun/projectile/automatic/crestrose/attack_self(mob/living/user as mob)
switch(mode)
if(0)
mode = 1
user.visible_message("\red [src.name] folds up into a cool looking rifle.")
force = 5
throwforce = 2
modifystate = crestrose_fold
if(1)
mode = 0 // I feel like this mode should prevent it from shooting. Otherwise, what's the point? -Spades ||Probably need assistance in that. Original design of Crescent Rose is to shoot no matter what form it was in. Perhaps lowering accuracy will provide a con buffer here. -- Joan
user.visible_message("\red [src.name] changes into a very intimidating looking weapon.")
force = 40
throwforce = 10
modifystate = crestrose
update_icon()
update_held_icon()
*/
// molenar:Kari Akiren
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/fluff/kari_akiren
name = "Clockwork Rifle"
desc = "Brass, copper, and lots of gears. Well lubricated for fluid movement as each round is loaded, locked, and fired. Just like clockwork."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "clockworkrifle"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "clockworkrifle"
item_icons = null
//////////////////// Energy Weapons ////////////////////
//arokha:Aronai Kadigan
/obj/item/weapon/gun/energy/gun/fluff/aro
name = "KIN-H21"
desc = "The Kitsuhana Heavy Industries standard Imperial Navy energy sidearm, commonly called the KIN21. This one appears to have been modified to have additional features at the cost of battery life."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "kinh21stun100"
item_state = "laser"
modifystate = "kinh21stun"
projectile_type = /obj/item/projectile/beam/stun
max_shots = 8
charge_cost = 125
charge_meter = 1
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/kin21, modifystate="kinh21stun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="kinh21kill", fire_sound='sound/weapons/blaster_pistol.ogg'),
list(mode_name="shrink", projectile_type=/obj/item/projectile/beam/shrinklaser, modifystate="kinh21shrink", fire_sound='sound/weapons/wave.ogg'),
list(mode_name="grow", projectile_type=/obj/item/projectile/beam/growlaser, modifystate="kinh21grow", fire_sound='sound/weapons/pulse3.ogg'),
)
// -------------- Dominator -------------
/obj/item/weapon/gun/energy/gun/fluff/dominator
name = "MWPSB Dominator"
desc = "A MWPSB's Dominator from the Federation. Like the basic Energy Gun, this gun has two settings. It is used by the United Federation Public Safety Bureau's Criminal Investigation Division."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "dominatorstun100"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = null
item_icons = null
fire_sound = 'sound/weapons/Taser.ogg'
projectile_type = /obj/item/projectile/beam/stun
origin_tech = "combat=3;magnets=2"
modifystate = "dominatorstun"
firemodes = list(
list(mode_name="stun", charge_cost=100,projectile_type=/obj/item/projectile/beam/stun, modifystate="dominatorstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", charge_cost=125,projectile_type=/obj/item/projectile/beam/dominator, modifystate="dominatorkill", fire_sound='sound/weapons/gauss_shoot.ogg'),
)
// ------------ Energy Luger ------------
/obj/item/weapon/gun/energy/gun/eluger
name = "energy Luger"
desc = "The finest sidearm produced by RauMauser, this pistol can punch a hole through inch thick steel plating. This ain't your great-grand-daddy's Luger! Can switch between stun and kill."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "elugerstun100"
item_state = "gun"
charge_cost = 100 //How much energy is needed to fire.
projectile_type = /obj/item/projectile/beam/stun
modifystate = "elugerstun"
fire_sound = 'sound/weapons/Taser.ogg'
firemodes = list(
list(mode_name="stun", charge_cost=100,projectile_type=/obj/item/projectile/beam/stun, modifystate="elugerstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", charge_cost=200,projectile_type=/obj/item/projectile/beam/eluger, modifystate="elugerkill", fire_sound='sound/weapons/eluger.ogg'),
)
//////////////////// Custom Ammo ////////////////////
//---------------- Beams ----------------
/obj/item/projectile/beam/eluger
name = "laser beam"
icon_state = "emitter"
/obj/item/projectile/beam/dominator
name = "dominator lethal beam"
icon_state = "xray"
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
impact_type = /obj/effect/projectile/xray/impact
/obj/item/projectile/beam/stun/kin21
name = "kinh21 stun beam"
icon_state = "omnilaser"
muzzle_type = /obj/effect/projectile/laser_omni/muzzle
tracer_type = /obj/effect/projectile/laser_omni/tracer
impact_type = /obj/effect/projectile/laser_omni/impact
//--------------- StG-60 ----------------
/obj/item/ammo_casing/stg
desc = "A 7.92×33mm Kurz casing."
icon_state = "762-casing"
caliber = "kurz"
projectile_type = /obj/item/projectile/bullet/rifle/a762
/obj/item/ammo_magazine/stg
name = "box mag (7.92x33mm Kurz)"
icon_state = "stg_30rnd"
caliber = "kurz"
ammo_type = /obj/item/ammo_casing/stg
max_ammo = 30
mag_type = MAGAZINE
/obj/item/ammo_magazine/stg/empty
initial_ammo = 0
//---------------- Battle ----------------
/obj/item/ammo_magazine/battlerifle
name = "box mag (9.5x40mm)"
icon_state = "battlerifle"
caliber = "9.5x40mm"
ammo_type = /obj/item/ammo_casing/a95mm
max_ammo = 36
mag_type = MAGAZINE
multiple_sprites = 1
/obj/item/ammo_casing/a95mm
desc = "A 9.5x40mm bullet casing."
icon_state = "762-casing"
caliber = "9.5x40mm"
projectile_type = /obj/item/projectile/bullet/rifle/a95mm
/obj/item/projectile/bullet/rifle/a95mm
damage = 40
penetrating = 2 // Better penetration than the 7.62mm
/obj/item/ammo_magazine/battlerifle/empty
initial_ammo = 0
+9 -2
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@@ -32,11 +32,15 @@
/obj/item/projectile/beam/shrinklaser
name = "shrink beam"
icon_state = "laser"
icon_state = "xray"
nodamage = 1
damage = 0
check_armour = "laser"
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
impact_type = /obj/effect/projectile/xray/impact
/obj/item/projectile/beam/shrinklaser/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
@@ -52,7 +56,6 @@
M.update_icons()
return 1
/obj/item/projectile/beam/growlaser
name = "growth beam"
icon_state = "bluelaser"
@@ -60,6 +63,10 @@
damage = 0
check_armour = "laser"
muzzle_type = /obj/effect/projectile/laser_blue/muzzle
tracer_type = /obj/effect/projectile/laser_blue/tracer
impact_type = /obj/effect/projectile/laser_blue/impact
/obj/item/projectile/beam/growlaser/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living))
var/mob/living/M = target
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@@ -1385,8 +1385,8 @@
#include "code\modules\mob\living\carbon\human\species\species_getters.dm"
#include "code\modules\mob\living\carbon\human\species\species_helpers.dm"
#include "code\modules\mob\living\carbon\human\species\species_hud.dm"
#include "code\modules\mob\living\carbon\human\species\species_vr.dm"
#include "code\modules\mob\living\carbon\human\species\species_shapeshift.dm"
#include "code\modules\mob\living\carbon\human\species\species_vr.dm"
#include "code\modules\mob\living\carbon\human\species\outsider\shadow.dm"
#include "code\modules\mob\living\carbon\human\species\station\golem.dm"
#include "code\modules\mob\living\carbon\human\species\station\monkey.dm"