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* 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
455 lines
18 KiB
Plaintext
455 lines
18 KiB
Plaintext
/////////////////////////////////////////
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/////////////////Weapons/////////////////
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/////////////////////////////////////////
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/datum/design/c38/sec
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id = "sec_38"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/c38_hotshot
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name = "Speed Loader (.38 Hot Shot)"
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desc = "Designed to quickly reload revolvers. Hot Shot bullets contain an incendiary payload."
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id = "c38_hotshot"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
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build_path = /obj/item/ammo_box/c38/hotshot
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/c38_iceblox
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name = "Speed Loader (.38 Iceblox)"
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desc = "Designed to quickly reload revolvers. Iceblox bullets contain a cryogenic payload."
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id = "c38_iceblox"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
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build_path = /obj/item/ammo_box/c38/iceblox
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/c38_gutterpunch
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name = "Speed Loader (.38 Gutterpunch)"
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desc = "A six-shot speed loader designed for .38 revolvers. \
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These rounds trade exhaustive properties for an emetic payload which induces nausea in targets."
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id = "c38_gutterpunch"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 20000, /datum/material/plasma = 5000)
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build_path = /obj/item/ammo_box/c38/gutterpunch
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/rubbershot/sec
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id = "sec_rshot"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/beanbag_slug/sec
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id = "sec_beanbag_slug"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/shotgun_slug/sec
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id = "sec_slug"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/buckshot_shell/sec
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id = "sec_bshot"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/shotgun_dart/sec
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id = "sec_dart"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/incendiary_slug/sec
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id = "sec_Islug"
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build_type = PROTOLATHE
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/breaching_slug/sec
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name = "Breaching Slug"
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desc = "A 12 gauge anti-material slug. Great for breaching airlocks and windows with minimal shots."
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id = "sec_Brslug"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 4000)
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build_path = /obj/item/ammo_casing/shotgun/breacher
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/pin_testing
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name = "Test-Range Firing Pin"
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desc = "This safety firing pin allows firearms to be operated within proximity to a firing range."
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id = "pin_testing"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 500, /datum/material/glass = 300)
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build_path = /obj/item/firing_pin/test_range
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category = list("Firing Pins")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/pin_mindshield
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name = "Mindshield Firing Pin"
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desc = "This is a security firing pin which only authorizes users who are mindshield-implanted."
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id = "pin_loyalty"
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build_type = PROTOLATHE
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materials = list(/datum/material/silver = 600, /datum/material/diamond = 600, /datum/material/uranium = 200)
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build_path = /obj/item/firing_pin/implant/mindshield
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category = list("Firing Pins")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/stunmine/sec //mines ported from BeeStation
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name = "Stun Mine"
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desc = "A basic non-lethal stunning mine. Stuns anyone who walks over it."
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id = "stunmine"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000)
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build_path = /obj/item/deployablemine/stun
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/adv_stunmine/sec
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name = "Smart Stun Mine"
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desc = "An advanced non-lethal stunning mine. Uses advanced detection software to only trigger when activated by someone without a mindshield implant."
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id = "stunmine_adv"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 8000, /datum/material/glass = 3000, /datum/material/silver = 200)
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build_path = /obj/item/deployablemine/smartstun
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/lm6_stunmine/sec
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name = "Rapid Deployment Smartmine"
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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."
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id = "stunmine_rapid"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 500, /datum/material/uranium = 200)
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build_path = /obj/item/deployablemine/rapid
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/lm12_stunmine/sec
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name = "Sledgehammer Smartmine"
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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."
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id = "stunmine_heavy"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 500, /datum/material/uranium = 200)
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build_path = /obj/item/deployablemine/heavy
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/honkmine
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name = "Honkblaster 1000"
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desc = "An advanced pressure activated pranking mine, honk!"
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id = "clown_mine"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 4000, /datum/material/glass = 1000, /datum/material/bananium = 500)
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build_path = /obj/item/deployablemine/honk
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SERVICE
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/datum/design/stunrevolver
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name = "Tesla Revolver"
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desc = "A high-tech revolver that fires internal, reusable shock cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers."
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id = "stunrevolver"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 10000, /datum/material/glass = 10000, /datum/material/silver = 10000)
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build_path = /obj/item/gun/energy/tesla_revolver
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/nuclear_gun
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name = "Advanced Energy Gun"
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desc = "An energy gun with an experimental miniaturized reactor."
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id = "nuclear_gun"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 10000, /datum/material/glass = 2000, /datum/material/uranium = 3000, /datum/material/titanium = 1000)
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build_path = /obj/item/gun/energy/e_gun/nuclear
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/tele_shield
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name = "Telescopic Riot Shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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id = "tele_shield"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 4000, /datum/material/glass = 4000, /datum/material/silver = 300, /datum/material/titanium = 200)
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build_path = /obj/item/shield/riot/tele
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/beamrifle
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name = "Beam Marksman Rifle"
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desc = "A powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets."
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id = "beamrifle"
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build_type = PROTOLATHE
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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)
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build_path = /obj/item/gun/energy/beam_rifle
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/decloner
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name = "Decloner"
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desc = "Your opponent will bubble into a messy pile of goop."
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id = "decloner"
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build_type = PROTOLATHE
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materials = list(/datum/material/gold = 5000,/datum/material/uranium = 10000)
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reagents_list = list(/datum/reagent/toxin/mutagen = 40)
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build_path = /obj/item/gun/energy/decloner
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/rapidsyringe
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name = "Rapid Syringe Gun"
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desc = "A gun that fires many syringes."
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id = "rapidsyringe"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000)
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build_path = /obj/item/gun/syringe/rapidsyringe
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_MEDICAL //uwu
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/datum/design/temp_gun
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name = "Temperature Gun"
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desc = "A gun that shoots temperature energy beams to change temperature."
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id = "temp_gun"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 5000, /datum/material/glass = 500, /datum/material/silver = 3000)
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build_path = /obj/item/gun/energy/temperature
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/flora_gun
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name = "Floral Somatoray"
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desc = "A tool that discharges controlled radiation which induces mutation in plant cells. Harmless to other organic life."
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id = "flora_gun"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 2000, /datum/material/glass = 500)
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reagents_list = list(/datum/reagent/uranium/radium = 20)
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build_path = /obj/item/gun/energy/floragun
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SERVICE
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/datum/design/large_grenade
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name = "Large Grenade"
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desc = "A grenade that affects a larger area and uses larger containers."
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id = "large_Grenade"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 3000)
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build_path = /obj/item/grenade/chem_grenade/large
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
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/datum/design/pyro_grenade
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name = "Pyro Grenade"
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desc = "An advanced grenade that is able to self ignite its mixture."
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id = "pyro_Grenade"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 2000, /datum/material/plasma = 500)
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build_path = /obj/item/grenade/chem_grenade/pyro
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
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/datum/design/cryo_grenade
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name = "Cryo Grenade"
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desc = "An advanced grenade that rapidly cools its contents upon detonation."
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id = "cryo_Grenade"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 2000, /datum/material/silver = 500)
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build_path = /obj/item/grenade/chem_grenade/cryo
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
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/datum/design/adv_grenade
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name = "Advanced Release Grenade"
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desc = "An advanced grenade that can be detonated several times, best used with a repeating igniter."
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id = "adv_Grenade"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 3000, /datum/material/glass = 500)
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build_path = /obj/item/grenade/chem_grenade/adv_release
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_MEDICAL
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/datum/design/xray
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name = "X-ray Laser Gun"
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desc = "Not quite as menacing as it sounds."
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id = "xray_laser"
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build_type = PROTOLATHE
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materials = list(/datum/material/gold = 5000, /datum/material/uranium = 4000, /datum/material/iron = 5000, /datum/material/titanium = 2000, /datum/material/bluespace = 2000)
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build_path = /obj/item/gun/energy/xray
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/ioncarbine
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name = "Ion Carbine"
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desc = "How to dismantle a cyborg: The gun."
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id = "ioncarbine"
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build_type = PROTOLATHE
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materials = list(/datum/material/silver = 6000, /datum/material/iron = 8000, /datum/material/uranium = 2000)
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build_path = /obj/item/gun/energy/ionrifle/carbine
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/wormhole_projector
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name = "Bluespace Wormhole Projector"
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desc = "A projector that emits high density quantum-coupled bluespace beams."
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id = "wormholeprojector"
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build_type = PROTOLATHE
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materials = list(/datum/material/silver = 2000, /datum/material/iron = 5000, /datum/material/diamond = 2000, /datum/material/bluespace = 3000)
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build_path = /obj/item/gun/energy/wormhole_projector
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SCIENCE
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//WT550 Mags
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/datum/design/mag_oldsmg
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name = "WT-550 Auto Gun Magazine (4.6x30mm)"
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desc = "A 22 round magazine for the out of date security WT-550 Auto Carbine."
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id = "mag_oldsmg"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 4000)
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build_path = /obj/item/ammo_box/magazine/wt550m9
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/mag_oldsmg/ap_mag
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name = "WT-550 Auto Gun Armour Piercing Magazine (4.6x30mm AP)"
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desc = "A 22 round armour piercing magazine for the out of date security WT-550 Auto Carbine."
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id = "mag_oldsmg_ap"
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materials = list(/datum/material/iron = 6000, /datum/material/silver = 600)
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build_path = /obj/item/ammo_box/magazine/wt550m9/wtap
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/mag_oldsmg/ic_mag
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name = "WT-550 Auto Gun Incendiary Magazine (4.6x30mm IC)"
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desc = "A 22 round armour piercing magazine for the out of date security WT-550 Auto Carbine."
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id = "mag_oldsmg_ic"
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materials = list(/datum/material/iron = 6000, /datum/material/silver = 600, /datum/material/glass = 1000)
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build_path = /obj/item/ammo_box/magazine/wt550m9/wtic
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departmental_flags = DEPARTMENTAL_FLAG_ARMORY
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/datum/design/mag_oldsmg/rubber_mag
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name = "WT-550 Auto Gun Rubber Bullet Magazine (4.6x30mm Rubber)"
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desc = "A 22 round rubber bullet magazine for the out of date security WT-550 Auto Carbine."
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id = "mag_oldsmg_rubber"
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materials = list(/datum/material/iron = 4000)
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build_path = /obj/item/ammo_box/magazine/wt550m9/wtr
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/stunshell
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name = "Stun Shell"
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desc = "A stunning shell for a shotgun."
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id = "stunshell"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 200)
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build_path = /obj/item/ammo_casing/shotgun/stunslug
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/techshell
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name = "Unloaded Technological Shotshell"
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desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
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id = "techshotshell"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 1000, /datum/material/glass = 200)
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build_path = /obj/item/ammo_casing/shotgun/techshell
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category = list("Ammo")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY | DEPARTMENTAL_FLAG_SCIENCE
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/datum/design/suppressor
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name = "Suppressor"
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desc = "A reverse-engineered suppressor that fits on most small arms with threaded barrels."
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id = "suppressor"
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build_type = PROTOLATHE
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materials = list(/datum/material/iron = 2000, /datum/material/silver = 500)
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build_path = /obj/item/suppressor
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category = list("Weapons")
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departmental_flags = DEPARTMENTAL_FLAG_SECURITY
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/datum/design/gravitygun
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name = "One-point Bluespace-gravitational Manipulator"
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desc = "A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity."
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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/largecrossbow
|
|
name = "Energy Crossbow"
|
|
desc = "A reverse-engineered energy crossbow favored by syndicate infiltration teams and carp hunters."
|
|
id = "largecrossbow"
|
|
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/energy/kinetic_accelerator/crossbow/large
|
|
category = list("Weapons")
|
|
departmental_flags = DEPARTMENTAL_FLAG_ARMORY
|
|
|
|
/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/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
|