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Yogstation/code/modules/research/designs/weapon_designs.dm
ynot01 118dec69a8 Security nerf: Mindshield firing pins no longer printable (#17634)
* fpin nerf

* Update packs.dm

* Update packs.dm
2023-01-27 19:13:13 -05:00

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/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
/datum/design/c38_sec
name = "Speed Loader (.38)"
desc = "Designed to quickly reload revolvers."
id = "sec_38"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 20000)
build_path = /obj/item/ammo_box/c38
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/c38_hotshot
name = "Speed Loader (.38 Hot Shot)"
desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload."
id = "c38_hotshot"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
build_path = /obj/item/ammo_box/c38/hotshot
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/c38_iceblox
name = "Speed Loader (.38 Iceblox)"
desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload."
id = "c38_iceblox"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
build_path = /obj/item/ammo_box/c38/iceblox
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/c38_gutterpunch
name = "Speed Loader (.38 Gutterpunch)"
desc = "A six-shot speed loader designed for .38 revolvers. \
These rounds trade exhaustive properties for an emetic payload which induces nausea in targets."
id = "c38_gutterpunch"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
build_path = /obj/item/ammo_box/c38/gutterpunch
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/rubbershot/sec
id = "sec_rshot"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/beanbag_slug/sec
id = "sec_beanbag_slug"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/shotgun_slug/sec
id = "sec_slug"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/buckshot_shell/sec
id = "sec_bshot"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/shotgun_dart/sec
id = "sec_dart"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/incendiary_slug/sec
id = "sec_Islug"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/breaching_slug/sec
name = "Breaching Slug"
desc = "A 12 gauge anti-material slug. Great for breaching airlocks and windows with minimal shots."
id = "sec_Brslug"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000)
build_path = /obj/item/ammo_casing/shotgun/breacher
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/pin_testing
name = "Test-Range Firing Pin"
desc = "This safety firing pin allows firearms to be operated within proximity to a firing range."
id = "pin_testing"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 500, /datum/material/glass = 300)
build_path = /obj/item/firing_pin/test_range
category = list("Firing Pins")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/stunmine/sec //mines ported from BeeStation
name = "Stun Mine"
desc = "A basic non-lethal stunning mine. Stuns anyone who walks over it."
id = "stunmine"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000)
build_path = /obj/item/deployablemine/stun
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/adv_stunmine/sec
name = "Smart Stun Mine"
desc = "An advanced non-lethal stunning mine. Uses advanced detection software to only trigger when activated by someone without a mindshield implant."
id = "stunmine_adv"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 8000, /datum/material/glass = 3000, /datum/material/silver = 200)
build_path = /obj/item/deployablemine/smartstun
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/lm6_stunmine/sec
name = "Rapid Deployment Smartmine"
desc = "An advanced non-lethal stunning mine. Uses advanced detection software to only trigger when activated by someone without a mindshield implant. Can be rapidly placed and disarmed."
id = "stunmine_rapid"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 500, /datum/material/uranium = 200)
build_path = /obj/item/deployablemine/rapid
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/lm12_stunmine/sec
name = "Sledgehammer Smartmine"
desc = "An advanced non-lethal stunning mine. Uses advanced detection software to only trigger when activated by someone without a mindshield implant. Very powerful and hard to disarm."
id = "stunmine_heavy"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 500, /datum/material/uranium = 200)
build_path = /obj/item/deployablemine/heavy
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/honkmine
name = "Honkblaster 1000"
desc = "An advanced pressure activated pranking mine, honk!"
id = "clown_mine"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000, /datum/material/bananium = 500)
build_path = /obj/item/deployablemine/honk
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/stunrevolver
name = "Tesla Revolver"
desc = "A high-tech revolver that fires internal, reusable shock cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
id = "stunrevolver"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 10000, /datum/material/glass = 10000, /datum/material/silver = 10000)
build_path = /obj/item/gun/energy/tesla_revolver
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/nuclear_gun
name = "Advanced Energy Gun"
desc = "An energy gun with an experimental miniaturized reactor."
id = "nuclear_gun"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 1000)
build_path = /obj/item/gun/energy/e_gun/nuclear
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/ntusp_conversion
name = "NT-USP Conversion Kit"
desc = "A standard conversion kit for use in converting NT-USP magazines to be more lethal or less lethal."
id = "ntusp_conversion"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 500, /datum/material/glass = 200, /datum/material/silver = 200)
build_path = /obj/item/ntusp_conversion_kit
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/tele_shield
name = "Telescopic Riot Shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
id = "tele_shield"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 4000, /datum/material/silver = 300, /datum/material/titanium = 200)
build_path = /obj/item/shield/riot/tele
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/beamrifle
name = "Beam Marksman Rifle"
desc = "A powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets."
id = "beamrifle"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 10000, /datum/material/glass = 5000, /datum/material/diamond = 5000, /datum/material/uranium = 8000, /datum/material/silver = 4500, /datum/material/gold = 5000)
build_path = /obj/item/gun/energy/beam_rifle
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/decloner
name = "Decloner"
desc = "Your opponent will bubble into a messy pile of goop."
id = "decloner"
build_type = PROTOLATHE
materials = list(/datum/material/gold = 5000,/datum/material/uranium = 10000)
reagents_list = list(/datum/reagent/toxin/mutagen = 40)
build_path = /obj/item/gun/energy/decloner
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/syringegun
name = "Syringe Gun"
desc = "A gun that fires syringes."
id = "syringegun"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000)
build_path = /obj/item/gun/syringe
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY | DEPARTMENTAL_FLAG_MEDICAL //uwu
/datum/design/temp_gun
name = "Temperature Gun"
desc = "A gun that shoots temperature energy beams to change temperature."
id = "temp_gun"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 500, /datum/material/silver = 3000)
build_path = /obj/item/gun/energy/temperature
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/flora_gun
name = "Floral Somatoray"
desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
id = "flora_gun"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/glass = 500)
reagents_list = list(/datum/reagent/uranium/radium = 20)
build_path = /obj/item/gun/energy/floragun
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
/datum/design/large_grenade
name = "Large Grenade"
desc = "A grenade that affects a larger area and uses larger containers."
id = "large_Grenade"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 3000)
build_path = /obj/item/grenade/chem_grenade/large
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
/datum/design/pyro_grenade
name = "Pyro Grenade"
desc = "An advanced grenade that is able to self ignite its mixture."
id = "pyro_Grenade"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/plasma = 500)
build_path = /obj/item/grenade/chem_grenade/pyro
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
/datum/design/cryo_grenade
name = "Cryo Grenade"
desc = "An advanced grenade that rapidly cools its contents upon detonation."
id = "cryo_Grenade"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/silver = 500)
build_path = /obj/item/grenade/chem_grenade/cryo
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
/datum/design/adv_grenade
name = "Advanced Release Grenade"
desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
id = "adv_Grenade"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 3000, /datum/material/glass = 500)
build_path = /obj/item/grenade/chem_grenade/adv_release
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
/datum/design/xray
name = "X-ray Laser Gun"
desc = "Not quite as menacing as it sounds."
id = "xray_laser"
build_type = PROTOLATHE
materials = list(/datum/material/gold = 5000, /datum/material/uranium = 4000, /datum/material/iron = 5000, /datum/material/titanium = 2000, /datum/material/bluespace = 2000)
build_path = /obj/item/gun/energy/xray
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/ioncarbine
name = "Ion Carbine"
desc = "How to dismantle a cyborg: The gun."
id = "ioncarbine"
build_type = PROTOLATHE
materials = list(/datum/material/silver = 6000, /datum/material/iron = 8000, /datum/material/uranium = 2000)
build_path = /obj/item/gun/energy/ionrifle/carbine
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/wormhole_projector
name = "Bluespace Wormhole Projector"
desc = "A projector that emits high density quantum-coupled bluespace beams."
id = "wormholeprojector"
build_type = PROTOLATHE
materials = list(/datum/material/silver = 2000, /datum/material/iron = 5000, /datum/material/diamond = 2000, /datum/material/bluespace = 3000)
build_path = /obj/item/gun/energy/wormhole_projector
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
//WT550 Mags
/datum/design/mag_oldsmg
name = "WT-550 Auto Gun Magazine (4.6x30mm)"
desc = "A 20-round magazine for the out of date security WT-550 Auto Carbine."
id = "mag_oldsmg"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000)
build_path = /obj/item/ammo_box/magazine/wt550m9
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/mag_oldsmg/ap_mag
name = "WT-550 Auto Gun Armour Piercing Magazine (4.6x30mm AP)"
desc = "A 20-round armour piercing magazine for the out of date security WT-550 Auto Carbine."
id = "mag_oldsmg_ap"
materials = list(/datum/material/iron = 6000, /datum/material/silver = 600)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtap
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/mag_oldsmg/ic_mag
name = "WT-550 Auto Gun Incendiary Magazine (4.6x30mm IC)"
desc = "A 20-round incendiary magazine for the out of date security WT-550 Auto Carbine."
id = "mag_oldsmg_ic"
materials = list(/datum/material/iron = 6000, /datum/material/silver = 600, /datum/material/glass = 1000)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
/datum/design/mag_oldsmg/rubber_mag
name = "WT-550 Auto Gun Rubber Bullet Magazine (4.6x30mm Rubber)"
desc = "A 20-round rubber bullet magazine for the out of date security WT-550 Auto Carbine."
id = "mag_oldsmg_rubber"
materials = list(/datum/material/iron = 4000)
build_path = /obj/item/ammo_box/magazine/wt550m9/wtr
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/stunshell
name = "Stun Shell"
desc = "A stunning shell for a shotgun."
id = "stunshell"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 200)
build_path = /obj/item/ammo_casing/shotgun/stunslug
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/techshell
name = "Unloaded Technological Shotshell"
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
id = "techshotshell"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 1000, /datum/material/glass = 200)
build_path = /obj/item/ammo_casing/shotgun/techshell
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_SCIENCE
/datum/design/suppressor
name = "Suppressor"
desc = "A reverse-engineered suppressor that fits on most small arms with threaded barrels."
id = "suppressor"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/silver = 500)
build_path = /obj/item/suppressor
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/gravitygun
name = "One-point Bluespace-gravitational Manipulator"
desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity."
id = "gravitygun"
build_type = PROTOLATHE
materials = list(/datum/material/silver = 8000, /datum/material/uranium = 8000, /datum/material/glass = 12000, /datum/material/iron = 12000, /datum/material/diamond = 3000, /datum/material/bluespace = 3000)
build_path = /obj/item/gun/energy/gravity_gun
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
/datum/design/hardlightbow
name = "Hardlight Bow"
desc = "A modern bow that can fabricate hardlight arrows using an internal energy."
id = "hardlightbow"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 1500, /datum/material/uranium = 1500, /datum/material/silver = 1500)
build_path = /obj/item/gun/ballistic/bow/energy
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/bouncer
name = "Bouncer Energy Gun"
desc = "An atypical energy gun shooting bouncing projectiles."
id = "bouncer_egun"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 10000, /datum/material/silver = 1000, /datum/material/titanium = 1200)
reagents_list = list(/datum/reagent/sorium = 20)
build_path = /obj/item/gun/energy/e_gun/bouncer
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/simple_sight
name = "Simple Sight"
desc = "A simple yet elegant scope. Better than ironsights."
id = "simple_sight"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/glass = 2500)
build_path = /obj/item/attachment/scope/simple
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/holo_sight
name = "Holographic Sight"
desc = "A highly advanced sight that projects a holographic design onto its lens, providing unobscured and precise view of your target."
id = "holo_sight"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 2500, /datum/material/gold = 1000, /datum/material/plastic = 1000)
build_path = /obj/item/attachment/scope/holo
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/vert_grip
name = "Vertical Grip"
desc = "A tactile grip that increases the control and steadiness of your weapon."
id = "vert_grip"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/titanium = 2500)
build_path = /obj/item/attachment/grip/vertical
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/laser_sight
name = "Laser Sight"
desc = "A glorified laser pointer. Good for knowing what you're aiming at."
id = "laser_sight"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/gold = 1000, /datum/material/uranium = 1000, /datum/material/glass = 500)
build_path = /obj/item/attachment/laser_sight
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/datum/design/infra_sight
name = "Infrared Sight"
desc = "A polarizing camera that picks up infrared radiation. The quality is rather poor, so it ends up making it harder to aim."
id = "infra_sight"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 4000, /datum/material/glass = 2500, /datum/material/uranium = 1500, /datum/material/gold = 1000, /datum/material/plastic = 1000)
build_path = /obj/item/attachment/scope/infrared
category = list("Weapons")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY