Skip to content

Commit

Permalink
Creator dumass pr (#148)
Browse files Browse the repository at this point in the history
<!--
This is a semi-strict format, you can add/remove sections as needed but
the order/format should be kept the same
Remove these comments before submitting
-->

# Description

starting the moving of shit from _Arc to _Arcadis. starting the small
one with gun/battery.yml and all it sprite.
added new projectile.yml where we can put our special projectile.
> Added multiple projectile(mostly laser with nothing special)
   > Added EMP Laser and Explosive Laser
added CRT-5 Energy Blaster
> it shot those 2 special projectile and normal laser.

also il prob move more shit later. i only moving the battery.yml cause i
know no one touching that file yet.
il move more once this pr move and il prob fix the merc and ntpd id rsi
fuckery later. i swear i will do it later. okay maybe after this pr. you
can bully me if i didnt do it yet once this pr merged.

---

# Changelog

<!--
You can add an author after the `:cl:` to change the name that appears
in the changelog (ex: `:cl: Death`)
Leaving it blank will default to your GitHub display name
This includes all available types for the changelog
-->

:cl:
- add: CRT-5 Energy Blaster
- tweak: CRT-2 Energy Pistol Laser damage (17>20) i think
- tweak: CRT-2 Energy Pistol Laser laser barrage(4>3)
  • Loading branch information
Erisfiregamer1 authored Jan 20, 2025
2 parents 0cd3914 + a133050 commit 087cf6b
Show file tree
Hide file tree
Showing 70 changed files with 428 additions and 125 deletions.
Original file line number Diff line number Diff line change
@@ -1,3 +1,5 @@
#_Arcadis\Objects\Weapons\Guns\Battery
#_Arc\Objects\Weapons\Guns\Battery

- type: entity
name: overclocked railgun
Expand All @@ -6,15 +8,15 @@
description: A railgun that fires projectiles at such high speeds that they become lasers!
components:
- type: Sprite
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/railgun_fbi.rsi
sprite: _Arcadis/Objects/Weapons/Guns/Battery/railgun_fbi.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Clothing
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/railgun_fbi.rsi
sprite: _Arcadis/Objects/Weapons/Guns/Battery/railgun_fbi.rsi
- type: Gun
selectedMode: SemiAuto
fireRate: 3
Expand Down Expand Up @@ -46,15 +48,15 @@
- Taser
- Sidearm
- type: Sprite
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/disabler_magnum_fbi.rsi
sprite: _Arcadis/Objects/Weapons/Guns/Battery/disabler_magnum_fbi.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mag-unshaded-0
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Clothing
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/disabler_magnum_fbi.rsi
sprite: /Textures/_Arcadis/Objects/Weapons/Guns/Battery/disabler_magnum_fbi.rsi
quickEquip: false
slots:
- suitStorage
Expand Down Expand Up @@ -91,7 +93,7 @@
description: Highly advanced energy pistol that is custom-made for each user. It comes with 3 firing modes and a self-recharging battery. The only drawback is that all non-lethal firing modes consume more energy than typical energy pistol models.
components:
- type: Sprite
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/crweaponenergypistol.rsi
sprite: _Arcadis/Objects/Weapons/Guns/Battery/crweaponenergypistol.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
Expand All @@ -102,7 +104,7 @@
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Clothing
sprite: /Textures/_Arc/Objects/Weapons/Guns/Battery/crweaponenergypistol.rsi
sprite: _Arcadis/Objects/Weapons/Guns/Battery/crweaponenergypistol.rsi
- type: Gun
soundGunshot:
path: /Audio/DeltaV/Weapons/Guns/Gunshots/laser.ogg
Expand All @@ -112,19 +114,19 @@
maxCharge: 800
startingCharge: 800
- type: ProjectileBatteryAmmoProvider
proto: BulletDisabler
fireCost: 50
proto: BulletDisablerBlasterCR
fireCost: 100
- type: EnergyGun
fireModes:
- proto: BulletDisabler
- proto: BulletDisablerBlasterCR
fireCost: 100
name: disable
state: disabler
- proto: BulletEnergyGunLaser
- proto: BulletEnergyBlasterCR
fireCost: 100
name: lethal
state: lethal
- proto: BulletLaserSpreadNarrow
- proto: BulletLaserSpreadPistolCR
fireCost: 200
name: spread lethal
state: lethal
Expand Down Expand Up @@ -156,3 +158,76 @@
wideAnimationRotation: 135
- type: DamageOtherOnHit
staminaCost: 5

- type: entity
name: CRT-5 Energy Blaster
parent: BaseWeaponBatterySmall
id: CRWeaponEnergyBlasterCR
description: A versatile laser pistol combining precision laser beams, controlled explosive projectile and EMP projectiles, offering adaptable energy modes, and compact design for both combat and tech disruption. #chatgpt ah kind of fuckin description
components:
- type: Sprite
sprite: _Arcadis/Objects/Weapons/Guns/Battery/crt5energyblaster.rsi
layers:
- state: base
map: ["enum.GunVisualLayers.Base"]
- state: mode-disabler
shader: unshaded
map: [ "Firemode" ]
- state: mag-unshaded-4
map: ["enum.GunVisualLayers.MagUnshaded"]
shader: unshaded
- type: Clothing
sprite: _Arcadis/Objects/Weapons/Guns/Battery/crt5energyblaster.rsi
- type: Gun
soundGunshot:
path: /Audio/DeltaV/Weapons/Guns/Gunshots/laser.ogg
soundEmpty:
path: /Audio/DeltaV/Weapons/Guns/Empty/dry_fire.ogg
- type: Battery
maxCharge: 1000
startingCharge: 1000
- type: ProjectileBatteryAmmoProvider
proto: BulletEmpBlasterCR
fireCost: 100
- type: EnergyGun
fireModes:
- proto: BulletEmpBlasterCR
fireCost: 100
name: disable
state: disabler
- proto: BulletEnergyBlasterCR
fireCost: 100
name: lethal
state: lethal
- proto: BulletExplosiveLaserCR
fireCost: 500
name: explosive laser
state: lethal
- type: MagazineVisuals
magState: mag
steps: 5
zeroVisible: true
- type: BatterySelfRecharger
autoRecharge: true
autoRechargeRate: 50
- type: Appearance
- type: GenericVisualizer
visuals:
enum.EnergyGunFireModeVisuals.State:
Firemode:
Disabler: { state: mode-disabler }
Lethal: { state: mode-lethal }
- type: Tag
tags:
- Sidearm
- type: StaticPrice
price: 750
- type: MeleeWeapon
attackRate: 1.2
damage:
types:
Blunt: 7
bluntStaminaDamageFactor: 1.0
wideAnimationRotation: 135
- type: DamageOtherOnHit
staminaCost: 5
Original file line number Diff line number Diff line change
@@ -0,0 +1,154 @@
- type: entity
name: laser blast
id: BulletEnergyBlasterCR
parent: BaseBullet
categories: [ HideSpawnMenu ]
components:
- type: Reflective
reflective:
- Energy
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 5
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
layers:
- state: heavylaser
shader: unshaded
- type: Ammo
- type: Physics
- type: Fixtures
fixtures:
projectile:
shape:
!type:PhysShapeAabb
bounds: "-0.2,-0.2,0.2,0.2"
hard: false
mask:
- Opaque
- type: Projectile
impactEffect: BulletImpactEffectRedDisabler
damage:
types:
Heat: 20
soundHit:
collection: MeatLaserImpact

- type: entity
name: disabler blast
id: BulletDisablerBlasterCR
parent: BaseBullet
categories: [ HideSpawnMenu ]
components:
- type: Reflective
reflective:
- Energy
- type: FlyBySound
sound:
collection: EnergyMiss
params:
volume: 5
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
layers:
- state: omnilaser
shader: unshaded
- type: Ammo
- type: Physics
- type: Fixtures
fixtures:
projectile:
shape:
!type:PhysShapeAabb
bounds: "-0.2,-0.2,0.2,0.2"
hard: false
mask:
- Opaque
- type: StaminaDamageOnCollide
damage: 30
- type: Projectile
impactEffect: BulletImpactEffectDisabler
damage:
types:
Heat: 5
soundHit:
collection: MeatLaserImpact

- type: entity
name: laser spreadshot
id: BulletLaserSpreadPistolCR
parent: BulletEnergyBlasterCR
categories: [ HideSpawnMenu ]
components:
- type: ProjectileSpread
proto: BulletEnergyBlasterCR
count: 3 #60 damage if all hit
spread: 15

- type: entity
name: disabler spreadshot
id: BulletDisablerSpreadPistolCR
parent: BulletDisablerBlasterCR
categories: [ HideSpawnMenu ]
components:
- type: ProjectileSpread
proto: BulletDisablerBlasterCR
count: 3 #instant knock if you get all hit
spread: 20

- type: entity
id: BulletExplosiveLaserCR
name: Explosive Blaster
parent: BaseBulletTrigger
categories: [ HideSpawnMenu ]
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
layers:
- state: heavylaser
shader: unshaded
- type: ExplodeOnTrigger
- type: Explosive
explosionType: DemolitionCharge
maxIntensity: 2
intensitySlope: 4
totalIntensity: 2
maxTileBreak: 0
- type: PointLight
radius: 2
color: orange
energy: 0.5
- type: Projectile
deleteOnCollide: true
onlyCollideWhenShot: true
damage:
types:
Heat : 10 # damage relied on explosion so this is lower than normal

- type: entity
id: BulletEmpBlasterCR
name: emp blast
parent: BaseBulletTrigger
categories: [ HideSpawnMenu ]
components:
- type: Sprite
sprite: Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
layers:
- state: omnilaser
shader: unshaded
- type: EmpOnTrigger
range: 0.5
energyConsumption: 100
disableDuration: 2
- type: Ammo
muzzleFlash: null
- type: PointLight
radius: 1.5
color: blue
energy: 0.5
- type: Projectile
damage:
types:
Heat : 5
Loading

0 comments on commit 087cf6b

Please sign in to comment.