mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-26 14:31:59 +01:00
More bay merge fixes (#1243)
- Fixes #1227 - Fixes #1236 - Re-add lamarr. - Fix bootknife thing - Fix a couple of things related to borgs - Re-add our tator items - Adding back all the hardsuit modules back to robotics - Fixing a couple of missing sprites, like fireaxe cabinet - Fixed missing computer sprites when no power
This commit is contained in:
@@ -10,10 +10,15 @@
|
||||
item_cost = 1
|
||||
path = /obj/item/ammo_magazine/mc9mm
|
||||
|
||||
/datum/uplink_item/item/ammo/a10mm
|
||||
name = "10mm"
|
||||
item_cost = 1
|
||||
path = /obj/item/ammo_magazine/a10mm
|
||||
/datum/uplink_item/item/ammo/tommygunmag
|
||||
name = "Tommygun Magazine (.45)"
|
||||
item_cost = 2
|
||||
path = /obj/item/ammo_magazine/tommymag
|
||||
|
||||
/datum/uplink_item/item/ammo/tommygundrum
|
||||
name = "Tommygun Drum Magazine (.45)"
|
||||
item_cost = 4
|
||||
path = /obj/item/ammo_magazine/tommydrum
|
||||
|
||||
/datum/uplink_item/item/ammo/darts
|
||||
name = "Darts"
|
||||
@@ -25,11 +30,6 @@
|
||||
item_cost = 2
|
||||
path = /obj/item/ammo_magazine/a357
|
||||
|
||||
/datum/uplink_item/item/ammo/a762
|
||||
name = "7.62mm"
|
||||
item_cost = 3
|
||||
path = /obj/item/ammo_magazine/a762
|
||||
|
||||
/datum/uplink_item/item/ammo/sniperammo
|
||||
name = "14.5mm"
|
||||
item_cost = 4
|
||||
|
||||
@@ -18,3 +18,8 @@
|
||||
name = "5xEMP Grenades"
|
||||
item_cost = 6
|
||||
path = /obj/item/weapon/storage/box/emps
|
||||
|
||||
/datum/uplink_item/item/grenades/manhack
|
||||
name = "Manhack Delivery Grenade"
|
||||
item_cost = 3
|
||||
path = /obj/item/weapon/grenade/spawnergrenade/manhacks
|
||||
|
||||
@@ -14,6 +14,11 @@
|
||||
item_cost = 6
|
||||
path = /obj/item/weapon/gun/energy/crossbow
|
||||
|
||||
/datum/uplink_item/item/visible_weapons/forcegloves
|
||||
name = "Force Gloves"
|
||||
item_cost = 8
|
||||
path = /obj/item/clothing/gloves/force/syndicate
|
||||
|
||||
/datum/uplink_item/item/visible_weapons/energy_sword
|
||||
name = "Energy Sword"
|
||||
item_cost = 8
|
||||
@@ -34,16 +39,10 @@
|
||||
item_cost = 12
|
||||
path = /obj/item/weapon/gun/projectile/revolver
|
||||
|
||||
//These are for traitors (or other antags, perhaps) to have the option of purchasing some merc gear.
|
||||
/datum/uplink_item/item/visible_weapons/submachinegun
|
||||
name = "Submachine Gun"
|
||||
item_cost = 12
|
||||
path = /obj/item/weapon/gun/projectile/automatic/c20r
|
||||
|
||||
/datum/uplink_item/item/visible_weapons/assaultrifle
|
||||
name = "Assault Rifle"
|
||||
name = "Tommy Gun"
|
||||
item_cost = 14
|
||||
path = /obj/item/weapon/gun/projectile/automatic/rifle/sts35
|
||||
path = /obj/item/weapon/gun/projectile/automatic/tommygun
|
||||
|
||||
/datum/uplink_item/item/visible_weapons/heavysniper
|
||||
name = "Anti-materiel Rifle"
|
||||
|
||||
@@ -18,3 +18,8 @@
|
||||
name = "Combat medical kit"
|
||||
item_cost = 12
|
||||
path = /obj/item/weapon/storage/firstaid/combat
|
||||
|
||||
/datum/uplink_item/item/medical/combathypo
|
||||
name = "Combat hypospray"
|
||||
item_cost = 6
|
||||
path = /obj/item/weapon/reagent_containers/hypospray/combat
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
/datum/uplink_item/item/stealthy_weapons/concealed_cane
|
||||
name = "Concealed Cane Sword"
|
||||
item_cost = 2
|
||||
item_cost = 9
|
||||
path = /obj/item/weapon/cane/concealed
|
||||
|
||||
/datum/uplink_item/item/stealthy_weapons/random_toxin
|
||||
|
||||
@@ -122,16 +122,6 @@
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/cane/concealed/update_icon()
|
||||
if(concealed_blade)
|
||||
name = initial(name)
|
||||
icon_state = initial(icon_state)
|
||||
item_state = initial(icon_state)
|
||||
else
|
||||
name = "cane shaft"
|
||||
icon_state = "nullrod"
|
||||
item_state = "foldcane"
|
||||
|
||||
/obj/item/weapon/disk
|
||||
name = "disk"
|
||||
icon = 'icons/obj/items.dmi'
|
||||
|
||||
@@ -328,6 +328,7 @@
|
||||
/obj/item/weapon/storage/backpack/duffel/tox
|
||||
name = "scientist's duffel bag"
|
||||
desc = "Handy when it comes to storing volatile materials of the anomalous persuasion."
|
||||
icon_state = "duffel-toxins"
|
||||
|
||||
/obj/item/weapon/storage/backpack/duffel/sec
|
||||
name = "security duffel bag"
|
||||
|
||||
@@ -0,0 +1,262 @@
|
||||
/obj/structure/lamarr
|
||||
name = "lab cage"
|
||||
icon = 'icons/obj/stationobjs.dmi'
|
||||
icon_state = "labcage1"
|
||||
desc = "A glass lab container for storing interesting creatures."
|
||||
density = 1
|
||||
anchored = 1
|
||||
unacidable = 1//Dissolving the case would also delete Lamarr
|
||||
var/health = 30
|
||||
var/occupied = 1
|
||||
var/destroyed = 0
|
||||
|
||||
/obj/structure/lamarr/ex_act(severity)
|
||||
switch(severity)
|
||||
if (1)
|
||||
new /obj/item/weapon/material/shard( src.loc )
|
||||
Break()
|
||||
qdel(src)
|
||||
if (2)
|
||||
if (prob(50))
|
||||
src.health -= 15
|
||||
src.healthcheck()
|
||||
if (3)
|
||||
if (prob(50))
|
||||
src.health -= 5
|
||||
src.healthcheck()
|
||||
|
||||
|
||||
/obj/structure/lamarr/bullet_act(var/obj/item/projectile/Proj)
|
||||
health -= Proj.damage
|
||||
..()
|
||||
src.healthcheck()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/proc/healthcheck()
|
||||
if (src.health <= 0)
|
||||
if (!( src.destroyed ))
|
||||
src.density = 0
|
||||
src.destroyed = 1
|
||||
new /obj/item/weapon/material/shard( src.loc )
|
||||
playsound(src, "shatter", 70, 1)
|
||||
Break()
|
||||
else
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/update_icon()
|
||||
if(src.destroyed)
|
||||
src.icon_state = "labcageb[src.occupied]"
|
||||
else
|
||||
src.icon_state = "labcage[src.occupied]"
|
||||
return
|
||||
|
||||
|
||||
/obj/structure/lamarr/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
src.health -= W.force
|
||||
src.healthcheck()
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/attack_hand(mob/user as mob)
|
||||
if (src.destroyed)
|
||||
return
|
||||
else
|
||||
usr << "<span class='warning'>You kick the lab cage.</span>"
|
||||
for(var/mob/O in oviewers())
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << "<span class='warning'>[] kicks the lab cage.</span>"
|
||||
|
||||
src.health -= 2
|
||||
healthcheck()
|
||||
return
|
||||
|
||||
/obj/structure/lamarr/proc/Break()
|
||||
if(occupied)
|
||||
new /obj/item/clothing/mask/lamarr(src.loc)
|
||||
occupied = 0
|
||||
update_icon()
|
||||
return
|
||||
|
||||
var/const/MIN_ACTIVE_TIME = 200 //time between being dropped and going idle
|
||||
var/const/MAX_ACTIVE_TIME = 400
|
||||
|
||||
/obj/item/clothing/mask/lamarr
|
||||
name = "Lamarr"
|
||||
desc = "The worst she might do is attempt to... couple with your head."//hope we don't get sued over a harmless reference, rite?
|
||||
gender = FEMALE
|
||||
icon = 'icons/mob/alien.dmi'
|
||||
icon_state = "facehugger"
|
||||
item_state = "facehugger"
|
||||
w_class = 3 //note: can be picked up by aliens unlike most other items of w_class below 4
|
||||
flags = PROXMOVE
|
||||
body_parts_covered = FACE|EYES
|
||||
throw_range = 5
|
||||
|
||||
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
|
||||
var/strength = 5
|
||||
var/attached = 0
|
||||
var/sterile = 1
|
||||
|
||||
/obj/item/clothing/mask/lamarr/New()//to prevent deleting it if aliums are disabled
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/attack_hand(user as mob)
|
||||
|
||||
if((stat == CONSCIOUS))
|
||||
if(Attach(user))
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/clothing/mask/lamarr/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
|
||||
. = ..()
|
||||
user.drop_from_inventory(src)
|
||||
if(hit_zone == "head")
|
||||
Attach(target)
|
||||
|
||||
|
||||
/obj/item/clothing/mask/lamarr/examine(mob/user)
|
||||
..(user)
|
||||
switch(stat)
|
||||
if(DEAD,UNCONSCIOUS)
|
||||
user << "<span class='warning'>[src] is not moving.</span>"
|
||||
if(CONSCIOUS)
|
||||
user << "<span class='warning'>[src] seems to be active.</span>"
|
||||
if (sterile)
|
||||
user << "<span class='warning'> It looks like the proboscis has been removed.</span>"
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/attackby(obj/item/I, mob/user)
|
||||
if(I.force)
|
||||
user.do_attack_animation(src)
|
||||
Die()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/bullet_act()
|
||||
Die()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
if(exposed_temperature > T0C+80)
|
||||
Die()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/equipped(mob/M)
|
||||
..()
|
||||
Attach(M)
|
||||
|
||||
/obj/item/clothing/mask/lamarr/Crossed(atom/target)
|
||||
HasProximity(target)
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/on_found(mob/finder as mob)
|
||||
if(stat == CONSCIOUS)
|
||||
HasProximity(finder)
|
||||
return 1
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/HasProximity(atom/movable/AM as mob|obj)
|
||||
if(CanHug(AM))
|
||||
Attach(AM)
|
||||
|
||||
/obj/item/clothing/mask/lamarr/throw_at(atom/target, range, speed)
|
||||
..()
|
||||
if(stat == CONSCIOUS)
|
||||
icon_state = "[initial(icon_state)]_thrown"
|
||||
spawn(15)
|
||||
if(icon_state == "[initial(icon_state)]_thrown")
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/clothing/mask/lamarr/proc/Attach(M as mob)
|
||||
|
||||
if((!iscarbon(M)))
|
||||
return
|
||||
|
||||
if(attached)
|
||||
return
|
||||
|
||||
var/mob/living/L = M //just so I don't need to use :
|
||||
|
||||
if(loc == L) return
|
||||
if(stat != CONSCIOUS) return
|
||||
if(!sterile) L.take_organ_damage(strength,0) //done here so that even borgs and humans in helmets take damage
|
||||
|
||||
L.visible_message("<span class='danger'>\[src] leaps at [L]'s face!</span>")
|
||||
|
||||
|
||||
if(ishuman(L))
|
||||
var/mob/living/carbon/human/H = L
|
||||
if(H.head && H.head.flags & AIRTIGHT)
|
||||
H.visible_message("<span class='danger'>\The [src] smashes against [H]'s [H.head]!</span>")
|
||||
Die()
|
||||
return
|
||||
|
||||
|
||||
if(iscarbon(M))
|
||||
var/mob/living/carbon/target = L
|
||||
|
||||
if(target.wear_mask)
|
||||
if(prob(20)) return
|
||||
var/obj/item/clothing/W = target.wear_mask
|
||||
if(!W.canremove) return
|
||||
target.drop_from_inventory(W)
|
||||
|
||||
target.visible_message("<span class='danger'>\The [src] tears [W] off of [target]'s face!</span>")
|
||||
|
||||
target.equip_to_slot(src, slot_wear_mask)
|
||||
target.contents += src // Monkey sanity check - Snapshot
|
||||
|
||||
GoIdle() //so it doesn't jump the people that tear it off
|
||||
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/proc/GoActive()
|
||||
if(stat == DEAD || stat == CONSCIOUS)
|
||||
return
|
||||
|
||||
stat = CONSCIOUS
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/proc/GoIdle(var/min_time=MIN_ACTIVE_TIME, var/max_time=MAX_ACTIVE_TIME)
|
||||
if(stat == DEAD || stat == UNCONSCIOUS)
|
||||
return
|
||||
|
||||
/* RemoveActiveIndicators() */
|
||||
|
||||
stat = UNCONSCIOUS
|
||||
icon_state = "[initial(icon_state)]_inactive"
|
||||
|
||||
spawn(rand(min_time,max_time))
|
||||
GoActive()
|
||||
return
|
||||
|
||||
/obj/item/clothing/mask/lamarr/proc/Die()
|
||||
if(stat == DEAD)
|
||||
return
|
||||
|
||||
/* RemoveActiveIndicators() */
|
||||
|
||||
icon_state = "[initial(icon_state)]_dead"
|
||||
stat = DEAD
|
||||
|
||||
src.visible_message("<span class='danger'>\The [src] curls up into a ball!</span>")
|
||||
|
||||
return
|
||||
|
||||
/proc/CanHug(var/mob/M)
|
||||
|
||||
if(!iscarbon(M))
|
||||
return 0
|
||||
|
||||
var/mob/living/carbon/C = M
|
||||
if(istype(C) && locate(/obj/item/organ/xenos/hivenode) in C.internal_organs)
|
||||
return 0
|
||||
|
||||
if(ishuman(C))
|
||||
var/mob/living/carbon/human/H = C
|
||||
if(H.head && (H.head.body_parts_covered & FACE) && !(H.head.item_flags & FLEXIBLEMATERIAL))
|
||||
return 0
|
||||
return 1
|
||||
@@ -389,6 +389,7 @@ var/global/list/gear_datums = list()
|
||||
path = /obj/item/clothing/under/color/blackf
|
||||
slot = slot_w_uniform
|
||||
cost = 1
|
||||
|
||||
/datum/gear/blackfjumpsuit
|
||||
display_name = "jumpsuit, rainbow"
|
||||
path = /obj/item/clothing/under/rainbow
|
||||
@@ -419,13 +420,6 @@ var/global/list/gear_datums = list()
|
||||
slot = slot_w_uniform
|
||||
cost = 1
|
||||
|
||||
/datum/gear/roboticist_skirt
|
||||
display_name = "skirt, roboticist"
|
||||
path = /obj/item/clothing/under/rank/roboticist/skirt
|
||||
slot = slot_w_uniform
|
||||
cost = 1
|
||||
allowed_roles = list("Roboticist")
|
||||
|
||||
/datum/gear/amishsuit
|
||||
display_name = "suit, amish"
|
||||
path = /obj/item/clothing/under/sl_suit
|
||||
@@ -611,46 +605,6 @@ var/global/list/gear_datums = list()
|
||||
cost = 1
|
||||
allowed_roles = list("Scientist","Chief Medical Officer","Medical Doctor","Geneticist","Paramedic","Nursing Intern","Xenobiologist","Roboticist","Research Director","Detective",)
|
||||
|
||||
// Resomi junk
|
||||
/datum/gear/resomi_grey
|
||||
display_name = "Resomi uniform, grey"
|
||||
path = /obj/item/clothing/under/resomi
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
|
||||
/datum/gear/resomi_rainbow
|
||||
display_name = "Resomi uniform, rainbow"
|
||||
path = /obj/item/clothing/under/resomi/rainbow
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
|
||||
/datum/gear/resomi_white
|
||||
display_name = "Resomi uniform, white"
|
||||
path = /obj/item/clothing/under/resomi/white
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
|
||||
/datum/gear/resomi_eng
|
||||
display_name = "Resomi uniform, Engineering"
|
||||
path = /obj/item/clothing/under/resomi/yellow
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
allowed_roles = list("Chief Engineer","Station Engineer","Atmospherics Technician")
|
||||
|
||||
/datum/gear/resomi_sec
|
||||
display_name = "Resomi uniform, Security"
|
||||
path = /obj/item/clothing/under/resomi/red
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
allowed_roles = list("Security Officer","Head of Security","Warden")
|
||||
|
||||
|
||||
/datum/gear/resomi_med
|
||||
display_name = "Resomi uniform, Medical"
|
||||
path = /obj/item/clothing/under/resomi/medical
|
||||
cost = 1
|
||||
slot = slot_w_uniform
|
||||
|
||||
// Attachments
|
||||
/datum/gear/armband_cargo
|
||||
display_name = "armband, cargo"
|
||||
@@ -1272,7 +1226,6 @@ var/global/list/gear_datums = list()
|
||||
sort_category = "utility"
|
||||
cost = 2
|
||||
|
||||
|
||||
/datum/gear/wallet
|
||||
display_name = "wallet"
|
||||
path = /obj/item/weapon/storage/wallet
|
||||
@@ -1418,7 +1371,6 @@ var/global/list/gear_datums = list()
|
||||
sort_category = "misc"
|
||||
cost = 1
|
||||
|
||||
|
||||
/datum/gear/cape
|
||||
display_name = "tunnel cloak"
|
||||
path = /obj/item/weapon/storage/backpack/cloak
|
||||
@@ -1437,11 +1389,6 @@ var/global/list/gear_datums = list()
|
||||
sort_category = "misc"
|
||||
cost = 1
|
||||
|
||||
/*/datum/gear/combitool
|
||||
display_name = "combi-tool"
|
||||
path = /obj/item/weapon/combitool
|
||||
cost = 3*/
|
||||
|
||||
// Stuff worn on the ears. Items here go in the "ears" sort_category but they must not use
|
||||
// the slot_r_ear or slot_l_ear as the slot, or else players will spawn with no headset.
|
||||
/datum/gear/earmuffs
|
||||
|
||||
@@ -420,7 +420,7 @@ BLIND // can't see anything
|
||||
/obj/item/clothing/shoes/proc/draw_knife()
|
||||
set name = "Draw Boot Knife"
|
||||
set desc = "Pull out your boot knife."
|
||||
set category = "IC"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
if(usr.stat || usr.restrained() || usr.incapacitated())
|
||||
@@ -443,10 +443,7 @@ BLIND // can't see anything
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/attackby(var/obj/item/I, var/mob/user)
|
||||
if(can_hold_knife && istype(I, /obj/item/weapon/material/shard) || \
|
||||
istype(I, /obj/item/weapon/material/butterfly) || \
|
||||
istype(I, /obj/item/weapon/material/kitchen/utensil) || \
|
||||
istype(I, /obj/item/weapon/material/hatchet/tacknife))
|
||||
if(can_hold_knife && is_type_in_list(I, list(/obj/item/weapon/material/shard, /obj/item/weapon/material/butterfly, /obj/item/weapon/material/kitchen/utensil, /obj/item/weapon/material/hatchet/tacknife, /obj/item/weapon/material/sword/trench)))
|
||||
if(holding)
|
||||
user << "<span class='warning'>\The [src] is already holding \a [holding].</span>"
|
||||
return
|
||||
|
||||
@@ -21,7 +21,8 @@
|
||||
force = 3
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
item_flags = NOSLIP
|
||||
siemens_coefficient = 0.6
|
||||
siemens_coefficient = 0.5
|
||||
can_hold_knife = 1
|
||||
|
||||
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
|
||||
name = "combat boots"
|
||||
@@ -30,7 +31,8 @@
|
||||
force = 5
|
||||
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
|
||||
item_flags = NOSLIP
|
||||
siemens_coefficient = 0.6
|
||||
siemens_coefficient = 0.5
|
||||
can_hold_knife = 1
|
||||
|
||||
cold_protection = FEET
|
||||
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
|
||||
|
||||
@@ -656,11 +656,7 @@ var/global/list/robot_modules = list(
|
||||
LANGUAGE_SKRELLIAN = 0,
|
||||
LANGUAGE_GUTTER = 1
|
||||
)
|
||||
sprites = list(
|
||||
"Dread" = "securityrobot",
|
||||
)
|
||||
var/id
|
||||
|
||||
|
||||
/obj/item/weapon/robot_module/syndicate/New(var/mob/living/silicon/robot/R)
|
||||
loc = R
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
@@ -689,7 +685,7 @@ var/global/list/robot_modules = list(
|
||||
id = null
|
||||
return ..()
|
||||
*/
|
||||
/obj/item/weapon/robot_module/security/combat
|
||||
/obj/item/weapon/robot_module/combat
|
||||
name = "combat robot module"
|
||||
channels = list("Security" = 1)
|
||||
networks = list(NETWORK_SECURITY)
|
||||
|
||||
@@ -608,4 +608,123 @@
|
||||
build_type = MECHFAB
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 750, "glass" = 750)
|
||||
build_path = /obj/item/device/flash/synthetic
|
||||
category = "Misc"
|
||||
category = "Misc"
|
||||
|
||||
//hardsuits modules
|
||||
|
||||
/datum/design/hardsuitmodules
|
||||
build_type = MECHFAB
|
||||
category = "Hardsuit Modules"
|
||||
time = 10
|
||||
|
||||
/datum/design/hardsuitmodules/iss_module
|
||||
name = "IIS module"
|
||||
desc = "An integrated intelligence system module suitable for most hardsuits."
|
||||
id = "iis_module"
|
||||
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 3)
|
||||
materials = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 5000)
|
||||
build_path = /obj/item/rig_module/ai_container
|
||||
|
||||
/datum/design/hardsuitmodules/sink_module
|
||||
name = "hardsuit power sink"
|
||||
desc = "An heavy-duty power sink suitable for hardsuits."
|
||||
id = "power_sink_module"
|
||||
req_tech = list(TECH_POWER = 4, TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_ILLEGAL = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "gold"= 2000, "silver"= 3000, "glass"= 2000)
|
||||
build_path = /obj/item/rig_module/power_sink
|
||||
|
||||
/datum/design/hardsuitmodules/meson_module
|
||||
name = "hardsuit meson scanner"
|
||||
desc = "A layered, translucent visor system for a hardsuit."
|
||||
id = "meson_module"
|
||||
req_tech = list(TECH_MAGNET = 4, TECH_MATERIAL = 2, TECH_ENGINEERING = 3)
|
||||
materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL= 1500)
|
||||
build_path = /obj/item/rig_module/vision/meson
|
||||
|
||||
/datum/design/hardsuitmodules/sechud_module
|
||||
name = "hardsuit meson scanner"
|
||||
desc = "A simple tactical information system for a hardsuit."
|
||||
id = "sechud_module"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
|
||||
materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL =1500)
|
||||
build_path = /obj/item/rig_module/vision/sechud
|
||||
|
||||
/datum/design/hardsuitmodules/medhud_module
|
||||
name = "hardsuit medical hud"
|
||||
desc = "A simple medical status indicator for a hardsuit."
|
||||
id = "medhu_module"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 2, TECH_MAGNET = 3)
|
||||
materials = list("glass"= 5000, DEFAULT_WALL_MATERIAL =1500)
|
||||
build_path = /obj/item/rig_module/vision/medhud
|
||||
|
||||
/datum/design/hardsuitmodules/nvg_module
|
||||
name = "hardsuit night vision interface"
|
||||
desc = "A multi input night vision system for a hardsuit."
|
||||
id = "nvg_module"
|
||||
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 3, TECH_MAGNET = 4)
|
||||
materials = list("glass" = 5000, DEFAULT_WALL_MATERIAL = 1500, "uranium" = 5000)
|
||||
build_path = /obj/item/rig_module/vision/nvg
|
||||
|
||||
/datum/design/hardsuitmodules/healthscanner_module
|
||||
name = "hardsuit night vision interface"
|
||||
desc = "A hardsuit-mounted health scanner."
|
||||
id = "healthscanner_module"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 2)
|
||||
materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 2500)
|
||||
build_path = /obj/item/rig_module/device/healthscanner
|
||||
|
||||
/datum/design/hardsuitmodules/chem_module
|
||||
name = "mounted chemical injector"
|
||||
desc = "A complex web of tubing and a large needle suitable for hardsuit use."
|
||||
id = "chem_module"
|
||||
req_tech = list(TECH_BIO = 5, TECH_MATERIAL = 4, TECH_DATA = 3, TECH_PHORON = 2)
|
||||
materials = list("glass" = 9250, DEFAULT_WALL_MATERIAL = 10000, "gold" = 2500, "silver" = 4250, "phoron" = 5500)
|
||||
build_path = /obj/item/rig_module/chem_dispenser/injector
|
||||
|
||||
/datum/design/hardsuitmodules/plasmacutter_module
|
||||
name = "hardsuit plasma cutter"
|
||||
desc = "A self-sustaining plasma arc capable of cutting through walls."
|
||||
id = "plasmacutter_module"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_PHORON = 4)
|
||||
materials = list("glass" = 5250, DEFAULT_WALL_MATERIAL = 30000, "silver" = 5250, "phoron" = 7250)
|
||||
build_path = /obj/item/rig_module/device/plasmacutter
|
||||
|
||||
/datum/design/hardsuitmodules/jet_module
|
||||
name = "hardsuit maneuvering jets"
|
||||
desc = "A compact gas thruster system for a hardsuit."
|
||||
id = "jet_module"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
materials = list("glass" = 4250, DEFAULT_WALL_MATERIAL = 15000, "silver" = 4250,"uranium" = 5250)
|
||||
build_path = /obj/item/rig_module/maneuvering_jets
|
||||
|
||||
/datum/design/hardsuitmodules/drill_module
|
||||
name = "hardsuit drill mount"
|
||||
desc = "A very heavy diamond-tipped drill."
|
||||
id = "drill_module"
|
||||
req_tech = list(TECH_ENGINEERING = 5, TECH_MATERIAL = 5, TECH_POWER = 4, TECH_MAGNET = 4)
|
||||
materials = list("glass" = 2250, DEFAULT_WALL_MATERIAL = 55000, "silver" = 5250, "diamond" = 3750)
|
||||
build_path = /obj/item/rig_module/device/drill
|
||||
|
||||
/datum/design/hardsuitmodules/rcd_module
|
||||
name = "RCD mount"
|
||||
desc = "A cell-powered rapid construction device for a hardsuit."
|
||||
id = "rcd_module"
|
||||
req_tech = list(TECH_ENGINEERING = 6, TECH_MATERIAL = 5, TECH_POWER = 5, TECH_BLUESPACE = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL= 30000, "phoron" = 12500, "silver" = 10000, "gold" = 10000)
|
||||
build_path = /obj/item/rig_module/device/rcd
|
||||
|
||||
/datum/design/hardsuitmodules/taser_module
|
||||
name = "mounted taser"
|
||||
desc = "A palm-mounted nonlethal energy projector."
|
||||
id = "taser_module"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 5250)
|
||||
build_path = /obj/item/rig_module/mounted/taser
|
||||
|
||||
/datum/design/hardsuitmodules/egun_module
|
||||
name = "mounted taser"
|
||||
desc = "A forearm-mounted energy projector."
|
||||
id = "egun_module"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 4, TECH_COMBAT = 4, TECH_MAGNET = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL= 7000, "glass"= 2250, "uranium"= 3250, "gold"= 2500)
|
||||
build_path = /obj/item/rig_module/mounted/egun
|
||||
Reference in New Issue
Block a user