Brain damage gun (#16387)

* flayer rays now only break your mind

And potentially break it A LOT

* Make the mindflayer small and have 6 shots

with the new rays it shoot it won't be effective by itself, this make it have a small powercell so you really understand to not use it alone and also small so you can easily carry it along something else. The mindflayer is not enough by itself  but will multiply the effectiveness of any stamina damage weapon when paired with them.

* Update special.dm

* normal cell

actually it's probably fine to let it have 100 stamina damage in its battery

* Add the mindflayer design

Yes it's sec and not armory because it's worse than getting a xray gun so there would be no reasons to take it when you have armory access. Idea is for it to be a way to make stamina effective when you don't have access to lethal and can't just stamcrit the target. It's also non lethal enough to go there.

* oops

nothing there to see, move along

* add the mind flayer design to basic beam weaponry

* Update special.dm

* Delete energy.dmi

* Add files via upload

* Update mindflayer.dm

* Delete projectiles.dmi

* Add files via upload

* Delete energy.dmi

* Add files via upload

* give the flayer ray it's own sprite

* Update mindflayer.dm

* alien tech instead

Kinda fit the theme, also make it immune to balance complains because it will appear only once in a blue moon.

* Delete guns_lefthand.dmi

* Delete guns_righthand.dmi

* Add files via upload

* Give the mind flayer its own inhand sprite

* CHOKE!!

* You have our latest warcrime in your hands

* Update weapon_designs.dm
This commit is contained in:
00ze-cyclone
2022-11-22 00:02:23 +01:00
committed by GitHub
parent 8c4cb727f3
commit c00fbfdbc2
8 changed files with 27 additions and 7 deletions

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@@ -76,10 +76,11 @@
w_class = WEIGHT_CLASS_TINY
/obj/item/gun/energy/mindflayer
name = "\improper Mind Flayer"
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
icon_state = "xray"
item_state = null
name = "mind flayer"
desc = "A vicious weapon locking up the motor neurons of the respiratory system and taking advantage of the increasing suffocation of the brain to destroy it." //god this is such warcrime
icon_state = "mindflayer"
item_state = "mindflayer"
w_class = WEIGHT_CLASS_SMALL
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
ammo_x_offset = 2

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@@ -1,9 +1,18 @@
/obj/item/projectile/beam/mindflayer
name = "flayer ray"
icon_state = "flayerlaser"
damage = 8
damage_type = OXY //mess up with the neurons telling your body to breathe.
flag = ENERGY
hitsound = 'sound/weapons/tap.ogg'
impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
light_color = LIGHT_COLOR_LAVENDER
eyeblur = 0
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = FALSE)
. = ..()
if(ishuman(target))
var/mob/living/carbon/human/M = target
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
M.hallucination += 30
var/current_oxygen_damage = M.getOxyLoss()
M.adjustOrganLoss(ORGAN_SLOT_BRAIN, current_oxygen_damage) //the more oxygen damage you have the more brain damage you get
M.hallucination = max(50, M.hallucination) //50 hallucination (5 seconds) when the target get hit but you can't stack it to make someone hallucinate for 5 hours because door shock hallucination exist

View File

@@ -403,6 +403,16 @@
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/mindflayer
name = "Mind Flayer"
desc = "A compact weapon made to destroy the brain."
id = "mind_flayer"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 3000, /datum/material/plasma = 1000, /datum/material/dilithium = 100)
build_path = /obj/item/gun/energy/mindflayer
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/simple_sight
name = "Simple Sight"
desc = "A simple yet elegant scope. Better than ironsights."

View File

@@ -1028,7 +1028,7 @@
/obj/item/weldingtool/abductor, /obj/item/wirecutters/abductor, /obj/item/circuitboard/machine/abductor, /obj/item/abductor/baton, /obj/item/abductor)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 5000)
hidden = TRUE
design_ids = list("alienalloy")
design_ids = list("alienalloy", "mind_flayer")
/datum/techweb_node/alien_bio
id = "alien_bio"

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