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* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
87 lines
3.8 KiB
Plaintext
87 lines
3.8 KiB
Plaintext
/*
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* Pulse Rifle
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*/
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/obj/item/gun/energy/pulse_rifle
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name = "\improper LP1 Locust Rifle"
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desc = "The Bishamonten LP1 is a weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. \
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Because of its complexity and cost, it is rarely seen in use except by specialists."
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icon_state = "pulse"
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item_state = null //so the human update icon uses the icon_state instead.
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slot_flags = SLOT_BELT|SLOT_BACK
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force = 10
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projectile_type = /obj/item/projectile/beam
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charge_cost = 120
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fire_delay = 8
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sel_mode = 2
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 120),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 120),
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list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 240),
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)
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/obj/item/gun/energy/pulse_rifle/mounted
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self_recharge = 1
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use_external_power = 1
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/*
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* Pulse Destroyer
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*/
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/obj/item/gun/energy/pulse_rifle/destroyer
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name = "\improper LP1 MkII"
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desc = "A more heavy-duty version of the Bishamonten LP1. It's had all its safety functions ripped out to facilitate the perfect killing machine."
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icon_state = "pulsedest"
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projectile_type=/obj/item/projectile/beam/pulse
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charge_cost = 120
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fire_delay = 12
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special_handling = TRUE
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/obj/item/gun/energy/pulse_rifle/destroyer/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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to_chat(user, span_warning("[src.name] has three settings, and they are all DESTROY."))
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/*
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* Pulse Carbine
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*/
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/obj/item/gun/energy/pulse_rifle/carbine
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name = "\improper LP2 Grasshopper Carbine"
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desc = "The Bishamonten LP2 is a sleek, compact version of the LP1. Because of its smaller design it takes less time to charge a shot."
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icon_state = "pulsecarbine"
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charge_cost = 480
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fire_delay = 2
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 120),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 120),
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list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 240),
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)
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/*
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* Pulse Pistol
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*/
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/obj/item/gun/energy/pulse_rifle/compact
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name = "\improper LP4 Mantis Compact"
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desc = "The Bishamonten LP4 was once the weapon of choice for military officers during the Hegemony War. Today it is little more than a collectors item."
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description_fluff = "The Bishamonten Company operated from roughly 2150-2280 - the height of the first extrasolar colonisation boom - before filing for \
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bankruptcy and selling off its assets to various companies that would go on to become today’s TSCs. Focused on sleek ‘futurist’ designs which have \
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largely fallen out of fashion but remain popular with collectors and people hoping to make some quick thalers from replica weapons. Bishamonten weapons \
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tended to be form over function - despite their flashy looks, most were completely unremarkable one way or another as weapons and used very standard \
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firing mechanisms.The Grasshopper remains one of the smallest production laser pistols ever produced that is still capable of causing significant \
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damage to organic tissue."
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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icon_state = "pulsepistol"
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charge_cost = 480
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/obj/item/gun/energy/pulse_rifle/compact/admin
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name = "\improper LP4 Mantis Deluxe"
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desc = "It's not the size of the gun, it's the size of the hole it puts through people."
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charge_cost = 240
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_delay=null, charge_cost = 240),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_delay=null, charge_cost = 240),
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list(mode_name="DESTROY", projectile_type=/obj/item/projectile/beam/pulse, fire_delay=null, charge_cost = 480),
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)
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