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Yogstation/code/modules/research/designs/weapon_designs.dm
00ze-cyclone c00fbfdbc2 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
2022-11-22 00:02:23 +01:00

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/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
/datum/design/c38/sec
id = "sec_38"
build_type = PROTOLATHE
category = list("Ammo")
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
/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/pin_mindshield
name = "Mindshield Firing Pin"
desc = "This is a security firing pin which only authorizes users who are mindshield-implanted."
id = "pin_loyalty"
build_type = PROTOLATHE
materials = list(/datum/material/silver = 600, /datum/material/diamond = 600, /datum/material/uranium = 200)
build_path = /obj/item/firing_pin/implant/mindshield
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/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/rapidsyringe
name = "Rapid Syringe Gun"
desc = "A gun that fires many syringes."
id = "rapidsyringe"
build_type = PROTOLATHE
materials = list(/datum/material/iron = 5000, /datum/material/glass = 1000)
build_path = /obj/item/gun/syringe/rapidsyringe
category = list("Weapons")
departmental_flags = 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 22 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 22 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 22 round armour piercing 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 22 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/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