makes w_class use defines (#9848)

This commit is contained in:
Wowzewow (Wezzy)
2020-09-07 04:37:56 +08:00
committed by GitHub
parent d90e7f199b
commit 307c214541
304 changed files with 807 additions and 765 deletions
+1 -1
View File
@@ -361,7 +361,7 @@
/obj/item/storage/backpack/holding/bst
canremove = 0
storage_slots = 56
max_w_class = 400
max_w_class = ITEMSIZE_IMMENSE
/obj/item/device/radio/headset/ert/bst/attack_hand()
if(!usr)
+1 -1
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = CONDUCT
w_class = 2.0
w_class = ITEMSIZE_SMALL
matter = list(DEFAULT_WALL_MATERIAL = 100)
throwforce = 2
throw_speed = 3
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = 3.0
w_class = ITEMSIZE_NORMAL
throw_speed = 2
throw_range = 4
flags = CONDUCT | PROXMOVE
+1 -1
View File
@@ -5,7 +5,7 @@
item_state = "assembly"
flags = CONDUCT | PROXMOVE
throwforce = 5
w_class = 2.0
w_class = ITEMSIZE_SMALL
throw_speed = 3
throw_range = 10
+1 -1
View File
@@ -5,7 +5,7 @@
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/radio/electropack/part2 = null
var/status = 0
w_class = 5.0
w_class = ITEMSIZE_HUGE
flags = CONDUCT
/obj/item/assembly/shock_kit/Destroy()
+1 -1
View File
@@ -454,7 +454,7 @@
Projecting these holograms over distance uses a little bit of charge."
icon = 'icons/obj/guns/deagle.dmi'
icon_state = "deagle"
w_class = 3
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
matter = list()
+7 -7
View File
@@ -265,7 +265,7 @@
// Ears: headsets, earmuffs and tiny objects
/obj/item/clothing/ears
name = "ears"
w_class = 1.0
w_class = ITEMSIZE_TINY
throwforce = 2
slot_flags = SLOT_EARS
@@ -310,7 +310,7 @@
/obj/item/clothing/ears/offear
name = "Other ear"
w_class = 5.0
w_class = ITEMSIZE_HUGE
icon = 'icons/mob/screen/midnight.dmi'
icon_state = "blocked"
slot_flags = SLOT_EARS | SLOT_TWOEARS
@@ -327,7 +327,7 @@
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = 2.0
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/clothing/gloves.dmi'
item_icons = list(
slot_l_hand_str = 'icons/mob/items/clothing/lefthand_gloves.dmi',
@@ -445,7 +445,7 @@
)
body_parts_covered = HEAD
slot_flags = SLOT_HEAD
w_class = 2.0
w_class = ITEMSIZE_SMALL
uv_intensity = 50 //Light emitted by this object or creature has limited interaction with diona
species_restricted = list("exclude",BODYTYPE_VAURCA_BREEDER,BODYTYPE_VAURCA_WARFORM)
@@ -776,7 +776,7 @@
slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit"
siemens_coefficient = 0.9
w_class = 3
w_class = ITEMSIZE_NORMAL
species_restricted = list("exclude",BODYTYPE_VAURCA_BREEDER,BODYTYPE_VAURCA_WARFORM)
sprite_sheets = list(
@@ -818,7 +818,7 @@
permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING
armor = null
w_class = 3
w_class = ITEMSIZE_NORMAL
equip_sound = 'sound/items/equip/jumpsuit.ogg'
var/has_sensor = 1 //For the crew computer 2 = unable to change mode
var/sensor_mode = 0
@@ -1064,7 +1064,7 @@
/obj/item/clothing/ring
name = "ring"
w_class = 1
w_class = ITEMSIZE_TINY
icon = 'icons/obj/clothing/rings.dmi'
slot_flags = SLOT_GLOVES
gender = NEUTER
+2 -2
View File
@@ -8,7 +8,7 @@
icon = 'icons/obj/clothing/ears.dmi'
icon_state = "band_r"
item_state = "band_r"
w_class = 1
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
/obj/item/clothing/ears/bandanna/blue
@@ -21,4 +21,4 @@
name = "black bandanna"
desc = "A plain black bandanna."
icon_state = "band_bk"
item_state = "band_bk"
item_state = "band_bk"
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Some stuff worn by skrell to adorn their head tentacles."
icon = 'icons/obj/skrell_items.dmi'
contained_sprite = TRUE
w_class = 1
w_class = ITEMSIZE_TINY
slot_flags = SLOT_HEAD | SLOT_EARS
species_restricted = list(SPECIES_SKRELL)
+2 -2
View File
@@ -16,7 +16,7 @@ BLIND // can't see anything
slot_l_hand_str = 'icons/mob/items/clothing/lefthand_glasses.dmi',
slot_r_hand_str = 'icons/mob/items/clothing/righthand_glasses.dmi'
)
w_class = 2.0
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_EYES
body_parts_covered = EYES
var/vision_flags = 0
@@ -440,7 +440,7 @@ BLIND // can't see anything
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "tape_cross"
item_state = null
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/clothing/glasses/sunglasses/prescription
name = "prescription sunglasses"
+2 -2
View File
@@ -5,7 +5,7 @@
body_parts_covered = HANDS|ARMS
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
punch_force = 3
w_class = 3
w_class = ITEMSIZE_NORMAL
siemens_coefficient = 0.35
drop_sound = 'sound/items/drop/axe.ogg'
pickup_sound = 'sound/items/pickup/axe.ogg'
@@ -44,4 +44,4 @@
icon_state = "armguards"
contained_sprite = TRUE
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
species_restricted = null
species_restricted = null
@@ -125,7 +125,7 @@
desc_fluff = "For those who want too much time on their wrists instead."
icon_state = "watch"
item_state = "watch"
w_class = 1
w_class = ITEMSIZE_TINY
wired = 1
species_restricted = null
gender = NEUTER
+2 -2
View File
@@ -37,7 +37,7 @@
return
user.drop_from_inventory(W,src)
cell = W
w_class = 3.0
w_class = ITEMSIZE_NORMAL
to_chat(user, "<span class='notice'>You attach the [cell] to the [src].</span>")
update_icon()
return
@@ -50,7 +50,7 @@
to_chat(user, "<span class='notice'>You cut the [cell] away from the [src].</span>")
cell.forceMove(get_turf(src.loc))
cell = null
w_class = 2.0
w_class = ITEMSIZE_SMALL
update_icon()
return
if(wired) //wires disappear into the void because fuck that shit
+1 -1
View File
@@ -14,7 +14,7 @@
heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0.5
w_class = 3
w_class = ITEMSIZE_NORMAL
var/allow_hair_covering = TRUE //in case if you want to allow someone to switch the BLOCKHEADHAIR var from the helmet or not
drop_sound = 'sound/items/drop/helm.ogg'
pickup_sound = 'sound/items/pickup/helm.ogg'
+3 -3
View File
@@ -27,7 +27,7 @@
body_parts_covered = HEAD|FACE|EYES
action_button_name = "Flip Welding Mask"
siemens_coefficient = 0.75 // what? it's steel.
w_class = 3
w_class = ITEMSIZE_NORMAL
var/base_state
flash_protection = FLASH_PROTECTION_MAJOR
tint = TINT_HEAVY
@@ -155,7 +155,7 @@
body_parts_covered = HEAD|FACE|EYES
drop_sound = 'sound/items/drop/herb.ogg'
pickup_sound = 'sound/items/pickup/herb.ogg'
w_class = 3
w_class = ITEMSIZE_NORMAL
throwforce = 1
throw_speed = 0.5
@@ -268,7 +268,7 @@
throwforce = 3
throw_speed = 2
throw_range = 5
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = HEAD
attack_verb = list("warned", "cautioned", "smashed")
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+3 -3
View File
@@ -5,7 +5,7 @@
item_state = "balaclava_black"
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = FACE|HEAD
w_class = 2
w_class = ITEMSIZE_SMALL
action_button_name = "Toggle Face Concealing"
/obj/item/clothing/mask/balaclava/attack_self(mob/user as mob)
@@ -64,7 +64,7 @@
item_state = "luchag"
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE
w_class = 2
w_class = ITEMSIZE_SMALL
siemens_coefficient = 0.9
/obj/item/clothing/mask/luchador/tecnicos
@@ -77,4 +77,4 @@
name = "rudos mask"
desc = "Worn by robust fighters who are willing to do anything to win."
icon_state = "luchar"
item_state = "luchar"
item_state = "luchar"
+2 -2
View File
@@ -5,7 +5,7 @@
item_state = "breath"
item_flags = AIRTIGHT|FLEXIBLEMATERIAL
body_parts_covered = FACE
w_class = 2
w_class = ITEMSIZE_SMALL
gas_transfer_coefficient = 0.10
permeability_coefficient = 0.50
down_gas_transfer_coefficient = 1
@@ -40,4 +40,4 @@
item_state = "gillcover"
contained_sprite = TRUE
species_restricted = list(BODYTYPE_SKRELL)
adjustable = FALSE
adjustable = FALSE
+3 -3
View File
@@ -5,7 +5,7 @@
item_flags = BLOCK_GAS_SMOKE_EFFECT | AIRTIGHT
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
body_parts_covered = FACE|EYES
w_class = 3.0
w_class = ITEMSIZE_NORMAL
item_state = "gas_alt"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
@@ -117,5 +117,5 @@
desc = "A compact carbon-fiber respirator covering the mouth and nose to protect against the inhalation of smoke and other harmful gasses. "
icon_state = "fullgas"
item_state = "fullgas"
w_class = 2.0
armor = list(melee = 25, bullet = 10, laser = 25, energy = 25, bomb = 0, bio = 50, rad = 15)
w_class = ITEMSIZE_SMALL
armor = list(melee = 25, bullet = 10, laser = 25, energy = 25, bomb = 0, bio = 50, rad = 15)
+8 -8
View File
@@ -4,7 +4,7 @@
icon_state = "muzzle"
item_state = "muzzle"
body_parts_covered = FACE
w_class = 2
w_class = ITEMSIZE_SMALL
gas_transfer_coefficient = 0.90
voicechange = 1
@@ -14,7 +14,7 @@
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "tape_cross"
item_state = null
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/clothing/mask/muzzle/Initialize()
. = ..()
@@ -32,7 +32,7 @@
desc = "A surgical mask designed to help prevent the spread of diseases."
icon_state = "surgical"
item_state = "surgical"
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
gas_transfer_coefficient = 0.90
@@ -52,7 +52,7 @@
desc = "A colorable cloth mask designed to protect the wearer against allergens, illnesses, and social interaction."
icon_state = "cloth"
item_state = "cloth"
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
gas_transfer_coefficient = 0.90
@@ -67,7 +67,7 @@
desc = "A dust mask designed to protect the wearer against construction and/or custodial particulate."
icon_state = "dust"
item_state = "dust"
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = FACE
item_flags = FLEXIBLEMATERIAL
gas_transfer_coefficient = 0.90
@@ -109,7 +109,7 @@
icon_state = "pig"
item_state = "pig"
flags_inv = HIDEFACE|BLOCKHAIR
w_class = 2
w_class = ITEMSIZE_SMALL
siemens_coefficient = 0.9
body_parts_covered = HEAD|FACE|EYES
@@ -120,7 +120,7 @@
item_state = "horsehead"
flags_inv = HIDEFACE|BLOCKHAIR
body_parts_covered = HEAD|FACE|EYES
w_class = 2
w_class = ITEMSIZE_SMALL
siemens_coefficient = 0.9
/obj/item/clothing/mask/horsehead/Initialize()
@@ -195,7 +195,7 @@
icon_state = "pioneer_scarf"
item_flags = FLEXIBLEMATERIAL
item_state = "pioneer_scarf"
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = FACE
/obj/item/clothing/mask/offworlder/veil
+2 -2
View File
@@ -4,7 +4,7 @@
icon_state = "leg_guards_riot"
item_state = "jackboots"
body_parts_covered = LEGS|FEET
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
siemens_coefficient = 0.35
force = 3
@@ -45,4 +45,4 @@
icon_state = "legguards"
contained_sprite = TRUE
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 40, bio = 0, rad = 0)
species_restricted = null
species_restricted = null
+3 -3
View File
@@ -105,7 +105,7 @@ obj/item/clothing/shoes/sandal/clogs
item_state = "slippers"
force = 0
species_restricted = null
w_class = 2
w_class = ITEMSIZE_SMALL
silent = 1
drop_sound = 'sound/items/drop/cloth.ogg'
pickup_sound = 'sound/items/pickup/cloth.ogg'
@@ -116,7 +116,7 @@ obj/item/clothing/shoes/sandal/clogs
icon_state = "slippers_worn"
item_state = "slippers_worn"
force = 0
w_class = 2
w_class = ITEMSIZE_SMALL
silent = 1
/obj/item/clothing/shoes/laceup
@@ -154,7 +154,7 @@ obj/item/clothing/shoes/sandal/clogs
desc = "A roll of treated cloth used for wrapping clawed feet."
icon_state = "clothwrap"
item_state = "white"
w_class = 2
w_class = ITEMSIZE_SMALL
species_restricted = null
silent = 1
drop_sound = 'sound/items/drop/cloth.ogg'
+1 -1
View File
@@ -1,7 +1,7 @@
// Vox space gear (vaccuum suit, low pressure armor)
// Can't be equipped by any other species due to bone structure and vox cybernetics.
/obj/item/clothing/suit/space/vox
w_class = 3
w_class = ITEMSIZE_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs,/obj/item/tank)
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
@@ -59,7 +59,7 @@
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
w_class = 3
w_class = ITEMSIZE_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
+1 -1
View File
@@ -14,7 +14,7 @@
slot_flags = SLOT_BACK
req_one_access = list()
req_access = list()
w_class = 4
w_class = ITEMSIZE_LARGE
// These values are passed on to all component pieces.
armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
@@ -3,7 +3,7 @@
icon = 'icons/obj/rig_modules.dmi'
desc = "An assembly frame of back-mounted hardsuit deployment and control mechanism."
var/icon_base = null
w_class = 4
w_class = ITEMSIZE_LARGE
var/obj/item/circuitboard/board_type = null
var/obj/item/circuitboard/target_board_type = null
var/obj/item/rig/rig_type = /obj/item/rig
@@ -63,7 +63,7 @@
item_state = "s_suit"
randpixel = 0
center_of_mass = null
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
item_flags = STOPPRESSUREDAMAGE | THICKMATERIAL
+1 -1
View File
@@ -13,7 +13,7 @@
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "A crimson spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
w_class = 3
w_class = ITEMSIZE_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
@@ -16,7 +16,7 @@
slot_l_hand_str = "capspacesuit",
slot_r_hand_str = "capspacesuit"
)
w_class = 4
w_class = ITEMSIZE_LARGE
allowed = list(/obj/item/tank, /obj/item/device/flashlight,/obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/handcuffs)
slowdown = 1.5
armor = list(melee = 65, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50)
@@ -26,8 +26,8 @@
slot_r_hand_str = "syndie_hardsuit"
)
slowdown = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_SKRELL, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_SKRELL, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
@@ -55,7 +55,7 @@
armor = list(melee = 50, bullet = 50, laser = 40, energy = 50, bomb = 50, bio = 100, rad = 30)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
w_class = 3
w_class = ITEMSIZE_NORMAL
brightness_on = 6
refittable = FALSE
@@ -110,7 +110,7 @@
icon_state = "lancer_suit"
item_state = "lancer_suit"
slowdown = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -244,7 +244,7 @@
item_state = "revenant"
contained_sprite = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 25, bullet = 65, laser = 35,energy = 25, bomb = 15, bio = 100, rad = 15)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -271,7 +271,7 @@
item_state = "freelancer"
slowdown = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 65, bullet = 55, laser = 20, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -297,7 +297,7 @@
icon_state = "rig-kataphract"
item_state = "rig-kataphract"
slowdown = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 75, bullet = 45, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 80)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -349,7 +349,7 @@
item_state = "prejoroub"
contained_sprite = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
armor = list(melee = 65, bullet = 55, laser = 25,energy = 25, bomb = 15, bio = 100, rad = 15)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
+3 -3
View File
@@ -578,7 +578,7 @@
. = ..()
pockets = new/obj/item/storage/internal(src)
pockets.storage_slots = 4
pockets.max_w_class = 2
pockets.max_w_class = ITEMSIZE_SMALL
pockets.max_storage_space = 8
/obj/item/clothing/suit/armor/vest/idris
@@ -637,7 +637,7 @@
desc = "A suit that protects against some damage."
icon_state = "centcom"
item_state = "centcom"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
@@ -650,7 +650,7 @@
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
item_state = "swat_suit"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.90
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
+1 -1
View File
@@ -20,7 +20,7 @@
item_state = "bio_suit"
randpixel = 0
center_of_mass = null
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
+2 -2
View File
@@ -94,7 +94,7 @@
icon_state = "syndicate"
item_state = "space_suit_syndicate"
desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
w_class = 3
w_class = ITEMSIZE_NORMAL
allowed = list(/obj/item/device/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|HANDS|LEGS|FEET
@@ -676,7 +676,7 @@
throwforce = 3
throw_speed = 2
throw_range = 5
w_class = 2
w_class = ITEMSIZE_SMALL
body_parts_covered = UPPER_TORSO|LOWER_TORSO
attack_verb = list("warned", "cautioned", "smashed")
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+3 -3
View File
@@ -5,7 +5,7 @@
. = ..()
pockets = new/obj/item/storage/internal(src)
pockets.storage_slots = 2 //two slots
pockets.max_w_class = 2 //fit only pocket sized items
pockets.max_w_class = ITEMSIZE_SMALL //fit only pocket sized items
pockets.max_storage_space = 4
/obj/item/clothing/suit/storage/Destroy()
@@ -65,14 +65,14 @@
. = ..()
pockets = new/obj/item/storage/internal(src)
pockets.storage_slots = 4
pockets.max_w_class = 2
pockets.max_w_class = ITEMSIZE_SMALL
pockets.max_storage_space = 8
/obj/item/clothing/suit/storage/vest/hos/Initialize()
. = ..()
pockets = new/obj/item/storage/internal(src)
pockets.storage_slots = 4
pockets.max_w_class = 2
pockets.max_w_class = ITEMSIZE_SMALL
pockets.max_storage_space = 8
/obj/item/clothing/suit/storage/vest
+5 -5
View File
@@ -14,7 +14,7 @@
desc = "A suit that protects against fire and heat."
icon_state = "firesuit"
item_state = "firesuit"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
@@ -38,7 +38,7 @@
//icon_state = "thermal"
siemens_coefficient = 0.35
item_state = "ro_suit"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE + 25000
slowdown = 1.5
@@ -57,7 +57,7 @@
name = "bomb hood"
desc = "Use in case of bomb."
icon_state = "bombsuit"
w_class = 5//Too large to fit in a backpack
w_class = ITEMSIZE_HUGE//Too large to fit in a backpack
item_flags = STOPPRESSUREDAMAGE|THICKMATERIAL|BLOCK_GAS_SMOKE_EFFECT
armor = list(melee = 30, bullet = 20, laser = 25,energy = 30, bomb = 100, bio = 60, rad = 60)
siemens_coefficient = 0.1
@@ -77,7 +77,7 @@
desc = "A suit designed for safety when handling explosives. It looks heavy and uncomfortable to wear for even a short time."
icon_state = "bombsuit"
item_state = "bombsuit"
w_class = 7//bulky item
w_class = ITEMSIZE_HUGE //bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 8
@@ -186,7 +186,7 @@
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation."
icon_state = "rad"
item_state = "rad_suit"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET
@@ -6,7 +6,7 @@
item_state = "" //no inhands
overlay_state = null
slot_flags = SLOT_TIE
w_class = 2.0
w_class = ITEMSIZE_SMALL
var/slot = "decor"
var/obj/item/clothing/has_suit = null //the suit the tie may be attached to
var/image/inv_overlay = null //overlay used when attached to clothing.
@@ -404,7 +404,7 @@
slot_flags = SLOT_OCLOTHING | SLOT_TIE
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
siemens_coefficient = 0.9
w_class = 3
w_class = ITEMSIZE_NORMAL
slot = "over"
var/allow_tail_hiding = TRUE //in case if you want to allow someone to switch the HIDETAIL var or not
@@ -468,7 +468,7 @@
name = "IAC poncho"
desc = "A simple, comfortable cloak without sleeves. This one is white with a blue tint, standard IAC colors."
icon_state = "IACponcho"
item_state = "IACponcho"
item_state = "IACponcho"
/obj/item/clothing/accessory/poncho/roles/engineering
name = "engineering poncho"
@@ -704,17 +704,17 @@
overlay_state = null
badge_string = null
slot_flags = SLOT_TIE
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/clothing/accessory/bracelet
name = "bracelet"
desc = "A simple bracelet with a clasp."
icon_state = "bracelet"
w_class = 1
w_class = ITEMSIZE_TINY
drop_sound = 'sound/items/drop/ring.ogg'
pickup_sound = 'sound/items/pickup/ring.ogg'
flippable = 1
/obj/item/clothing/accessory/sleevepatch
name = "sleeve patch"
desc = "An embroidered patch which can be attached to the shoulder sleeve of clothing."
@@ -26,7 +26,7 @@
item_state = "pbadge"
overlay_state = "pbadge"
badge_string = "Corporate Reporter"
w_class = 1
w_class = ITEMSIZE_TINY
drop_sound = 'sound/items/drop/rubber.ogg'
pickup_sound = 'sound/items/pickup/rubber.ogg'
@@ -42,7 +42,7 @@
desc = "A journalist's 'pass' shaped, for whatever reason, like a security badge. It is made of plastic."
icon_state = "pbadge"
badge_string = "Sicurity Journelist"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/accessory/badge/old
name = "faded badge"
@@ -218,7 +218,7 @@
icon_state = "solbadge"
overlay_state = "solbadge"
badge_string = null
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/clothing/accessory/badge/idbadge/nt
name = "\improper NT ID badge"
@@ -4,7 +4,7 @@
icon_state = "locket"
item_state = "locket"
slot_flags = 0
w_class = 2
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_MASK | SLOT_TIE
var/base_icon
var/open
@@ -5,14 +5,14 @@
slot = "utility"
var/slots = 3
var/obj/item/storage/internal/hold
w_class = 3.0
w_class = ITEMSIZE_NORMAL
/obj/item/clothing/accessory/storage/Initialize()
. = ..()
hold = new/obj/item/storage/internal(src)
hold.storage_slots = slots
hold.max_storage_space = 12
hold.max_w_class = 2
hold.max_w_class = ITEMSIZE_SMALL
/obj/item/clothing/accessory/storage/attack_hand(mob/user as mob)
if (has_suit) //if we are part of a suit
@@ -179,7 +179,7 @@
/obj/item/clothing/accessory/storage/bayonet/Initialize()
. = ..()
hold.max_storage_space = 4
hold.max_w_class = 3
hold.max_w_class = ITEMSIZE_NORMAL
hold.can_hold = list(
/obj/item/material/knife/bayonet
)
@@ -198,4 +198,4 @@
hold.max_storage_space = 16
hold.can_hold = list(
/obj/item/ammo_casing/shotgun
)
)
+1 -1
View File
@@ -111,7 +111,7 @@
icon_state = "black"
item_state = "bl_suit"
worn_state = "black"
w_class = 4//bulky item
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
@@ -11,7 +11,7 @@
var/max_scale = 2
var/scale = 1
w_class = 2
w_class = ITEMSIZE_SMALL
var/prefix
/obj/item/reagent_containers/food/snacks/variable/Initialize()
@@ -59,14 +59,14 @@
desc = "A personalized pan pizza meant for only one person."
icon_state = "personal_pizza"
size = 20
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/reagent_containers/food/snacks/variable/bread
name = "bread"
desc = "Tasty bread."
icon_state = "breadcustom"
size = 40
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/reagent_containers/food/snacks/variable/pie
name = "pie"
@@ -79,14 +79,14 @@
desc = "A popular band."
icon_state = "cakecustom"
size = 40
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/reagent_containers/food/snacks/variable/pocket
name = "hot pocket"
desc = "You wanna put a bangin- oh, nevermind."
icon_state = "donk"
size = 8
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/kebab
name = "kebab"
@@ -105,35 +105,35 @@
desc = "Sugar snap!"
icon_state = "cookie"
size = 6
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/donut
name = "filled donut"
desc = "Donut eat this!" // kill me
icon_state = "donut"
size = 8
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/jawbreaker
name = "flavored jawbreaker"
desc = "It's like cracking a molar on a rainbow."
icon_state = "jawbreaker"
size = 4
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/candybar
name = "flavored chocolate bar"
desc = "Made in a factory downtown."
icon_state = "bar"
size = 6
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/sucker
name = "flavored sucker"
desc = "Suck, suck, suck."
icon_state = "sucker"
size = 4
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/reagent_containers/food/snacks/variable/jelly
name = "jelly"
@@ -146,7 +146,7 @@
desc = "Crispy and flaky"
icon_state = "cereal_box"
size = 30
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/reagent_containers/food/snacks/variable/cereal/Initialize()
. =..()
@@ -155,6 +155,6 @@
/obj/item/reagent_containers/food/snacks/variable/mob
desc = "Poor little thing."
size = 5
w_class = 1
w_class = ITEMSIZE_TINY
var/kitchen_tag = "animal"
+1 -1
View File
@@ -10,7 +10,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = 3
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 2,TECH_ENGINEERING = 2)
burst = 1
+13 -13
View File
@@ -5,7 +5,7 @@
icon_state = "frame01"
item_state = "compact"
desc = "A very minimal kinetic accelerator frame that holds cheap and inexpensive parts."
w_class = 3
w_class = ITEMSIZE_NORMAL
capacity_increase = 3
mod_limit_increase = 2
origin_tech = list(TECH_MATERIAL = 1,TECH_ENGINEERING = 1)
@@ -16,7 +16,7 @@
icon_state = "frame02"
item_state = "light"
desc = "A lightweight kinetic accelerator frame that holds standard issue parts."
w_class = 3
w_class = ITEMSIZE_NORMAL
recoil_increase = -1
capacity_increase = 5
mod_limit_increase = 3
@@ -28,7 +28,7 @@
icon_state = "frame03"
item_state = "medium"
desc = "A more durable and robust kinetic accelerator frame that allows the installation of advanced parts."
w_class = 4
w_class = ITEMSIZE_LARGE
recoil_increase = -2
capacity_increase = 7
mod_limit_increase = 4
@@ -40,7 +40,7 @@
icon_state = "frame04"
item_state = "heavy"
desc = "A very high-tech kinetic accelerator frame that is compatable with the more experimental kinetic accelerator parts. Requires two hands to fire."
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -5
capacity_increase = 9
mod_limit_increase = 5
@@ -53,7 +53,7 @@
icon_state = "frame05"
item_state = "tactical"
desc = "An incredibly robust and experimental kinetic accelerator frame that has has the ability to hold top of the line kinetic accelerator parts and chips. Requires two hands to fire."
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -6
capacity_increase = 10
mod_limit_increase = 5
@@ -65,7 +65,7 @@
build_name = "cyborg compatible"
icon_state = "frame_cyborg"
desc = "A kinetic accelerator frame meant for cyborgs. Uses a cyborg's internal charge as power."
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -10 //Cyborgs are STRONG
capacity_increase = 100
mod_limit_increase = 100
@@ -82,7 +82,7 @@
build_name = "vented"
icon_state = "frameA"
item_state = "compact"
w_class = 3
w_class = ITEMSIZE_NORMAL
desc = "A very specialized kinetic accelerator frame that can hold moderately powerful parts, however it contains special heat sink technology that allows the weapon to fire faster."
origin_tech = list(TECH_MATERIAL = 3,TECH_ENGINEERING = 3)
damage_increase = 0
@@ -100,7 +100,7 @@
icon_state = "frameB"
item_state = "ultra"
desc = "A massive kinetic accelerator frame intended for unathi miners who don't mind carrying the extra weight. It's size and built in power core allows for a significant power and range increase. Requires two hands to fire."
w_class = 5
w_class = ITEMSIZE_HUGE
damage_increase = 10
range_increase = 3
recoil_increase = -5
@@ -116,7 +116,7 @@
icon_state = "frameC"
item_state = "heavy"
desc = "An advanced kinetic accelerator frame designed for vaurca graspers. Boasts increased recoil reduction and a lightweight alloy."
w_class = 4
w_class = ITEMSIZE_LARGE
recoil_increase = -10
capacity_increase = 9
mod_limit_increase = 5
@@ -129,7 +129,7 @@
item_state = "heavy"
desc = "A disgustingly bulky kinetic accelerator frame that supports a 3 round burstfire. You just can't seem to hold it right. Requires two hands to fire and pump."
firedelay_increase = (2*3)
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -3
capacity_increase = 10
mod_limit_increase = 5
@@ -143,7 +143,7 @@
icon_state = "frameE"
item_state = "tactical"
desc = "An incredibly large kinetic accelerator frame that's meant to absorb a ton of recoil per shot while carrying large additions. Requires two hands to fire."
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -20
capacity_increase = 100 //Fit anything
mod_limit_increase = 100 //Fit anything
@@ -156,7 +156,7 @@
icon_state = "frameF"
item_state = "tactical"
desc = "A lightweight long kinetic accelerator frame with increase stability and range support, at the cost of reduced firerate. Requires two hands to fire."
w_class = 5
w_class = ITEMSIZE_HUGE
recoil_increase = -8
range_increase = 5
capacity_increase = 7
@@ -239,4 +239,4 @@
/obj/item/gun/custom_ka/frameF/prebuilt02
installed_cell = /obj/item/custom_ka_upgrade/cells/loader/hydrogen
installed_barrel = /obj/item/custom_ka_upgrade/barrels/barrel04
installed_upgrade_chip = /obj/item/custom_ka_upgrade/upgrade_chips/capacity
installed_upgrade_chip = /obj/item/custom_ka_upgrade/upgrade_chips/capacity
+30 -30
View File
@@ -11,7 +11,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon_state = "pocket_watch_close"
item_state = "gold"
desc = "The design of this pocket watch signals its age, however it seems to retain its pristine quality. The cover is gold, and there appears to be an elegant crest on the outside of the lid."
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/accessory/fluff/antique_pocket_watch/attack_self(mob/user as mob)
switch(icon_state)
@@ -48,7 +48,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A black tin box with a symbol painted over it. It shimmers in the light."
icon = 'icons/obj/custom_items/kiara_altar.dmi'
icon_state = "kiara_altar1"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/fluff/kiara_altar/attack_self(mob/user as mob)
if(src.icon_state == "kiara_altar1")
@@ -139,7 +139,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "You see on the photo a tajaran couple holding a small kit in their arms, while looking very happy. On the back it is written; \"Nasir, Akela and Ishka\", with a little gold mark that reads: \"Two months\"."
icon = 'icons/obj/custom_items/akela_photo.dmi'
icon_state = "akela_photo"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/implant/fluff/ziva_implant //Heart Condition - Ziva Ta'Kim - sierrakomodo
@@ -189,7 +189,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "It is a photo of a cyan IPC holding a thick fuzzy spider of the size of a football."
icon = 'icons/obj/custom_items/cac_picture.dmi'
icon_state = "cac_picture"
w_class = 2
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_EARS
@@ -206,7 +206,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A framed Zatimono, a Unathi standard worn into battle similar to an old-Earth Sashimono. This one seems well maintained and carries Sk'akh Warrior Priest markings and litanies."
icon_state = "iskanz_atimono"
sign_state = "iskanz_atimono"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/accessory/fluff/zahra_pin //Indigo Remembrance Pin - Zahra Karimi - synnono
@@ -304,7 +304,7 @@ All custom items with worn sprites must follow the contained sprite system: http
an untidy scrawl. The letter is torn in some places and the is writing faded."
icon = 'icons/obj/custom_items/ikrad_beret.dmi'
icon_state = "ikrad_letter"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/suit/storage/toggle/fluff/ryan_jacket //Mars' Militia Leather Jacket - Ryan McLean - seniorscore
name = "mars militia leather jacket"
@@ -343,7 +343,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A hefty dictionary with a simple design on the cover, it seems to be for translations. There's a label on the back denoting that it belongs to a \"Zhilin Vadim\"."
icon = 'icons/obj/custom_items/zhilin_book.dmi'
icon_state = "zhilin_book"
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/fluff/zhilin_book/attack_self(mob/user as mob)
user.visible_message("<span class='notice'>[user] starts flipping through \the [src].</span>",
@@ -399,7 +399,7 @@ All custom items with worn sprites must follow the contained sprite system: http
item_state = "azaroz_staff"
contained_sprite = TRUE
slot_flags = SLOT_BACK
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/clothing/accessory/poncho/fluff/flaming_poncho //Stitched Heart White Poncho - Flaming Hearts Love Stars - sleepywolf
@@ -454,7 +454,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon_state = "corvo_cigarette"
item_state = "corvo_cigarette"
body_parts_covered = 0
w_class = 2
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_EARS | SLOT_MASK
contained_sprite = TRUE
var/active = FALSE
@@ -508,7 +508,7 @@ All custom items with worn sprites must follow the contained sprite system: http
contained_sprite = TRUE
flags_inv = HIDEEARS|HIDEFACE
body_parts_covered = FACE
w_class = 3.0
w_class = ITEMSIZE_NORMAL
/obj/item/clothing/under/fluff/ellie_uniform //Cheery Blazer - Ellie Shoshanna - resilynn
@@ -828,7 +828,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A thin electronic device that projects holographic images stored on it."
icon = 'icons/obj/custom_items/raymond_items.dmi'
icon_state = "raymond_tablet"
w_class = 2
w_class = ITEMSIZE_SMALL
var/picture = null
/obj/item/fluff/raymond_tablet/attack_self(mob/user as mob)
@@ -964,7 +964,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A work visa authorizing the holder, Daliyah Veridan, to work within the Republic of Biesel. An Eridani and NanoTrasen logo are embossed on the back."
icon = 'icons/obj/custom_items/daliyah_visa.dmi'
icon_state = "daliyah_visa"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/mask/fluff/ird_mask //Titanium Faceplate - IRD - kyres1
@@ -977,7 +977,7 @@ All custom items with worn sprites must follow the contained sprite system: http
contained_sprite = TRUE
flags_inv = HIDEEARS|HIDEFACE
body_parts_covered = FACE
w_class = 3.0
w_class = ITEMSIZE_NORMAL
/obj/item/dice/fluff/baron_dice //BARON's Dice - BARON - iamcrystalclear
@@ -1075,7 +1075,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon = 'icons/obj/custom_items/fernando_knitting.dmi'
icon_state = "knittingneedles"
item_state = "knittingneedles"
w_class = 2
w_class = ITEMSIZE_SMALL
contained_sprite = TRUE
var/working = FALSE
var/obj/item/fluff/yarn/ball
@@ -1144,7 +1144,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A ball of yarn, this one is white."
icon = 'icons/obj/custom_items/fernando_knitting.dmi'
icon_state = "white_ball"
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/fluff/yarn/red
desc = "A ball of yarn, this one is red."
@@ -1196,7 +1196,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon_state = "sovno_carrier"
item_state = "sovno_carrier"
contained_sprite = TRUE
w_class = 4
w_class = ITEMSIZE_LARGE
can_hold = list(/obj/item/holder/cat)
storage_slots = 4
max_storage_space = 16
@@ -1307,7 +1307,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A pair of jaws from what must have been a large and impressive shark."
icon_state = "tokash_sign"
sign_state = "tokash_sign"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/spirit_board/fluff/klavdiya_board //Ghostly Board - Klavdiya Tikhomirov - alberyk
@@ -1478,7 +1478,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon_state = "qrqil_cane"
item_state = "qrqil_cane"
contained_sprite = TRUE
w_class = 2
w_class = ITEMSIZE_SMALL
var/active = FALSE
/obj/item/cane/fluff/qrqil_cane/attack_self(mob/user)
@@ -1487,7 +1487,7 @@ All custom items with worn sprites must follow the contained sprite system: http
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
to_chat(user, "<span class='notice'>\The [src] is now energised.</span>")
item_state = icon_state
w_class = 4
w_class = ITEMSIZE_LARGE
else
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
to_chat(user, "<span class='notice'>\The [src] is now de-energised..</span>")
@@ -1599,7 +1599,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A small plasteel display stand which uses magnetic fields to levitate an object."
icon = 'icons/obj/custom_items/tokash_spear.dmi'
icon_state = "stand-spear"
w_class = 3
w_class = ITEMSIZE_NORMAL
var/has_spear = TRUE
/obj/item/fluff/tokash_spear/examine(mob/user)
@@ -1635,7 +1635,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "An aged and worn spearhead. It seems to be made of bronze or composite metal."
icon = 'icons/obj/custom_items/tokash_spear.dmi'
icon_state = "spearhead"
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/clothing/suit/storage/dominia/fluff/naxxir_cape //Caladius Cape - Nazret Naxxir - conspiir
@@ -1691,7 +1691,7 @@ All custom items with worn sprites must follow the contained sprite system: http
icon = 'icons/obj/custom_items/akinyi_symphette.dmi'
icon_state = "akinyi_symphette"
item_state = "akinyi_symphette"
w_class = 3
w_class = ITEMSIZE_NORMAL
slot_flags = SLOT_BACK
contained_sprite = TRUE
var/deployed = FALSE
@@ -1744,7 +1744,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "An old, worn out journal made out of leather. It has a lot of lose pages stuck in it, it surely has seen better days. The front just says \"Fraseq\"."
icon = 'icons/obj/custom_items/fraseq_journal.dmi'
icon_state = "fraseq_journal"
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/clothing/accessory/poncho/fluff/ioraks_cape //Iorakian Cape - Kuhserze Ioraks - geeves
@@ -1843,7 +1843,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A portable bedroll, made of cloth and padding."
icon = 'icons/obj/custom_items/muhawir_items.dmi'
icon_state = "bedroll-rolled"
w_class = 3.0
w_class = ITEMSIZE_NORMAL
attack_verb = list("battered","whacked")
var/deployed = FALSE
@@ -1872,7 +1872,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A roll of poles and ropes. Anybody knowledgeable would know they are designed for erecting a tent."
icon = 'icons/obj/custom_items/muhawir_items.dmi'
icon_state = "tent-tools"
w_class = 3.0
w_class = ITEMSIZE_NORMAL
attack_verb = list("battered","whacked")
/obj/item/fluff/muhawir_tent //Tentroll - Muhawir Nawfal - menown
@@ -1880,7 +1880,7 @@ All custom items with worn sprites must follow the contained sprite system: http
desc = "A portable tent. All wrapped up with straps and buckles."
icon = 'icons/obj/custom_items/muhawir_items.dmi'
icon_state = "tent-rolled"
w_class = 3.0
w_class = ITEMSIZE_NORMAL
attack_verb = list("battered","whacked")
/obj/item/fluff/muhawir_tent/attackby(var/obj/item/W, mob/user as mob)
@@ -2103,7 +2103,7 @@ All custom items with worn sprites must follow the contained sprite system: http
contained_sprite = TRUE
flags_inv = HIDEEARS|HIDEFACE
body_parts_covered = FACE
w_class = 3.0
w_class = ITEMSIZE_NORMAL
/obj/item/cane/fluff/suul_staff //Akhanzi Staff - Suul Akhandi - herpetophilia
@@ -2114,7 +2114,7 @@ All custom items with worn sprites must follow the contained sprite system: http
item_state = "suul_staff"
slot_flags = SLOT_BACK
contained_sprite = TRUE
w_class = 4
w_class = ITEMSIZE_LARGE
/obj/item/cane/fluff/suul_staff/afterattack(atom/A, mob/user as mob, proximity)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
@@ -2140,7 +2140,7 @@ All custom items with worn sprites must follow the contained sprite system: http
left and a cut on the bottom right. The lyrics inside have two copies each: one in Sol Common and one in Tau Ceti Basic. It generally looks to be hard rock."
icon = 'icons/obj/custom_items/cress_items.dmi'
icon_state = "cress_book"
w_class = 2
w_class = ITEMSIZE_SMALL
var/list/lyrics = list("Falling Down: A song about holding on to the last glimmer of hope. It's generally pretty motivational. The most recent song of the three.",
"Say Something New: A morose song about companionship, and being unable to continue without an undescribed dear friend. Morose, but overall motivational.",
"One By One: A song telling an undescribed person to 'give it another try'. It seems to mostly about reconciliation and accepting failure. More somber than the others, and the most dated.")
@@ -2356,7 +2356,7 @@ All custom items with worn sprites must follow the contained sprite system: http
w_class = ITEMSIZE_LARGE
contained_sprite = TRUE
storage_slots = 3
max_w_class = 3
max_w_class = ITEMSIZE_NORMAL
can_hold = list(
/obj/item/device/megaphone/fluff/akinyi_mic,
/obj/item/fluff/akinyi_stand,
+2 -2
View File
@@ -1,6 +1,6 @@
/obj/item/forensics
icon = 'icons/obj/forensics.dmi'
w_class = 1
w_class = ITEMSIZE_TINY
//This is the output of the stringpercent(print) proc, and means about 80% of
//the print must be there for it to be complete. (Prints are 32 digits)
@@ -38,4 +38,4 @@ atom/proc/add_fibers(mob/living/carbon/human/M)
if(M.gloves && (M.gloves.body_parts_covered & ~suit_coverage))
fibertext = "Material from a pair of [M.gloves.name]."
if(prob(20*item_multiplier) && !(fibertext in suit_fibers))
suit_fibers += "Material from a pair of [M.gloves.name]."
suit_fibers += "Material from a pair of [M.gloves.name]."
@@ -6,7 +6,7 @@
icon = 'icons/obj/storage.dmi'
icon_state = "evidenceobj"
item_state = ""
w_class = 2
w_class = ITEMSIZE_SMALL
var/obj/item/stored_item = null
/obj/item/evidencebag/MouseDrop(var/obj/item/I as obj)
+2 -2
View File
@@ -16,7 +16,7 @@
/obj/item/reagent_containers/glass/rag
name = "rag"
desc = "For cleaning up messes, you suppose."
w_class = 1
w_class = ITEMSIZE_TINY
icon = 'icons/obj/janitor.dmi'
icon_state = "rag"
amount_per_transfer_from_this = 5
@@ -275,7 +275,7 @@
/obj/item/reagent_containers/glass/rag/advanced
name = "microfiber cloth"
desc = "A synthetic fiber cloth; the split fibers and the size of the individual filaments make it more effective for cleaning purposes."
w_class = 1
w_class = ITEMSIZE_TINY
icon = 'icons/obj/janitor.dmi'
icon_state = "advrag"
amount_per_transfer_from_this = 10
@@ -1,7 +1,7 @@
/obj/item/sample
name = "forensic sample"
icon = 'icons/obj/forensics.dmi'
w_class = 1
w_class = ITEMSIZE_TINY
var/list/evidence = list()
/obj/item/sample/New(var/newloc, var/atom/supplied)
@@ -125,7 +125,7 @@
name = "fiber collection kit"
desc = "A magnifying glass and tweezers. Used to lift suit fibers."
icon_state = "m_glass"
w_class = 2
w_class = ITEMSIZE_SMALL
var/evidence_type = "fiber"
var/evidence_path = /obj/item/sample/fibers
@@ -4,7 +4,7 @@
icon = 'icons/obj/forensics.dmi'
icon_state = "markerbox"
icon_type = "marker"
w_class = 1
w_class = ITEMSIZE_TINY
storage_slots = 7
can_hold = list(/obj/item/csi_marker)
starts_with = list(
@@ -24,7 +24,7 @@
icon_state = "card1"
drop_sound = 'sound/items/drop/card.ogg'
pickup_sound = 'sound/items/pickup/card.ogg'
w_class = 1
w_class = ITEMSIZE_TINY
randpixel = 1
layer = ABOVE_MOB_LAYER //so you can mark bodies
var/number = 1
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A small handheld black light."
icon_state = "uv_off"
slot_flags = SLOT_BELT
w_class = 2
w_class = ITEMSIZE_SMALL
item_state = "electronic"
matter = list(DEFAULT_WALL_MATERIAL = 150)
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
+1 -1
View File
@@ -11,7 +11,7 @@
throwforce = 1.0
throw_speed = 1
throw_range = 2
w_class = 2.0
w_class = ITEMSIZE_SMALL
var/access = list()
access = access_crate_cash
var/worth = 0
+3 -3
View File
@@ -192,7 +192,7 @@
desc = "It is plastic and shiny."
icon = 'icons/obj/pieces.dmi'
icon_state = "checker_black"
w_class = 1
w_class = ITEMSIZE_TINY
var/piece_color ="black"
/obj/item/checker/Initialize()
@@ -208,7 +208,7 @@
desc = "This box holds a nifty portion of checkers."
icon_state = "checkers"
max_storage_space = 24
w_class = 1
w_class = ITEMSIZE_TINY
can_hold = list(/obj/item/checker)
/obj/item/storage/box/checkers/fill()
@@ -278,7 +278,7 @@
desc = "This box holds all the pieces needed for the black side of the chess board."
icon_state = "chess_b"
max_storage_space = 24
w_class = 2
w_class = ITEMSIZE_SMALL
can_hold = list(/obj/item/checker)
/obj/item/storage/box/chess/fill()
+3 -3
View File
@@ -4,7 +4,7 @@
var/back_icon = "card_back"
/obj/item/deck
w_class = 2
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/playing_cards.dmi'
var/list/cards = list()
@@ -189,7 +189,7 @@
icon_state = "card_pack"
drop_sound = 'sound/items/drop/paper.ogg'
pickup_sound = 'sound/items/pickup/paper.ogg'
w_class = 1
w_class = ITEMSIZE_TINY
var/list/cards = list()
@@ -211,7 +211,7 @@
icon_state = null
drop_sound = 'sound/items/drop/paper.ogg'
pickup_sound = 'sound/items/pickup/paper.ogg'
w_class = 1
w_class = ITEMSIZE_TINY
var/concealed = 0
var/list/cards = list()
@@ -1,6 +1,6 @@
/obj/item/mech_component
icon = 'icons/mecha/mech_parts.dmi'
w_class = 5
w_class = ITEMSIZE_HUGE
pixel_x = -8
gender = PLURAL
var/on_mech_icon = 'icons/mecha/mech_parts.dmi'
+4 -4
View File
@@ -251,7 +251,7 @@
throw_speed = 1
throw_range = 5
throwforce = 0
w_class = 2.0
w_class = ITEMSIZE_SMALL
flags = NOBLOODY
item_icons = list(
slot_l_hand_str = 'icons/mob/items/weapons/lefthand_energy.dmi',
@@ -284,13 +284,13 @@
if (active)
force = 30
icon_state = "sword[item_color]"
w_class = 4
w_class = ITEMSIZE_LARGE
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
icon_state = "sword0"
w_class = 2
w_class = ITEMSIZE_SMALL
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
@@ -310,7 +310,7 @@
name = "basketball"
item_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = 4 //Stops people from hiding it in their bags/pockets
w_class = ITEMSIZE_LARGE //Stops people from hiding it in their bags/pockets
drop_sound = 'sound/items/drop/basketball.ogg'
pickup_sound = 'sound/items/pickup/basketball.ogg'
+2 -2
View File
@@ -41,7 +41,7 @@
icon = 'icons/obj/trash.dmi'
icon_state = "corncob"
item_state = "corncob"
w_class = 2.0
w_class = ITEMSIZE_SMALL
throwforce = 0
throw_speed = 4
throw_range = 20
@@ -64,7 +64,7 @@
)
icon_state = "banana_peel"
item_state = "banana_peel"
w_class = 2.0
w_class = ITEMSIZE_SMALL
throwforce = 0
throw_speed = 4
throw_range = 20
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A small disk used for carrying data on plant genetics."
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "disk"
w_class = 1.0
w_class = ITEMSIZE_TINY
var/list/genes = list()
var/genesource = "unknown"
+1 -1
View File
@@ -5,7 +5,7 @@ var/global/list/plant_seed_sprites = list()
name = "packet of seeds"
icon = 'icons/obj/seeds.dmi'
icon_state = "blank"
w_class = 2.0
w_class = ITEMSIZE_SMALL
var/seed_type
var/datum/seed/seed
@@ -5,7 +5,7 @@
flags = NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 4
w_class = 2.0
w_class = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 10
var/toxicity = 4
@@ -91,7 +91,7 @@
icon_state = "bottle16"
flags = OPENCONTAINER
possible_transfer_amounts = null
w_class = 2.0
w_class = ITEMSIZE_SMALL
//Like a shot glass!
amount_per_transfer_from_this = 10
@@ -12,7 +12,7 @@
icon_state = "wirer-wire"
item_state = "wirer"
flags = CONDUCT
w_class = 2
w_class = ITEMSIZE_SMALL
var/datum/integrated_io/selected_io
var/mode = WIRE
@@ -110,7 +110,7 @@
icon = 'icons/obj/assemblies/electronic_tools.dmi'
icon_state = "debugger"
flags = CONDUCT
w_class = 2
w_class = ITEMSIZE_SMALL
var/data_to_write = null
var/accepting_refs = 0
@@ -285,7 +285,7 @@
desc = "This kit is essential for any circuitry projects."
icon = 'icons/obj/assemblies/electronic_tools.dmi'
icon_state = "circuit_kit"
w_class = 3
w_class = ITEMSIZE_NORMAL
display_contents_with_number = 0
can_hold = list(
/obj/item/integrated_circuit,
+2 -2
View File
@@ -200,7 +200,7 @@
description_cult = "This can be reforged to become a cult tome."
throw_speed = 1
throw_range = 5
w_class = 3 //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
w_class = ITEMSIZE_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
var/dat // Actual page content
var/due_date = 0 // Game time in 1/10th seconds
@@ -333,7 +333,7 @@
icon_state ="scanner"
throw_speed = 1
throw_range = 5
w_class = 2.0
w_class = ITEMSIZE_SMALL
var/obj/machinery/librarycomp/computer // Associated computer - Modes 1 to 3 use this
var/obj/item/book/book // Currently scanned book
var/mode = 0 // 0 - Scan only, 1 - Scan and Set Buffer, 2 - Scan and Attempt to Check In, 3 - Scan and Attempt to Add to Inventory
+2 -2
View File
@@ -3,7 +3,7 @@
desc = "Used to unlock things."
icon = 'icons/obj/items.dmi'
icon_state = "keys"
w_class = 1
w_class = ITEMSIZE_TINY
var/key_data = ""
/obj/item/key/New(var/newloc,var/data)
@@ -25,4 +25,4 @@
user.drop_from_inventory(src,user)
to_chat(user, "<span class='warning'>\The [src] crumbles in your hands!</span>")
qdel(src)
return ..()
return ..()
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A crude but useful lock and bolt."
icon = 'icons/obj/storage.dmi'
icon_state = "largebinemag"
w_class = 1
w_class = ITEMSIZE_TINY
var/lock_data
/obj/item/material/lock_construct/New()
+1 -1
View File
@@ -9,7 +9,7 @@
flags = CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
w_class = ITEMSIZE_TINY
slot_flags = SLOT_EARS
var/string_attached
var/sides = 2
+12 -12
View File
@@ -63,7 +63,7 @@
slot_flags = SLOT_BELT
throwforce = 4.0
force = 10.0
w_class = 4.0
w_class = ITEMSIZE_LARGE
matter = list(DEFAULT_WALL_MATERIAL = 3750)
var/digspeed //moving the delay to an item var so R&D can make improved picks. --NEO
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
@@ -191,7 +191,7 @@
attack_self(usr)
/obj/item/pickaxe/offhand
w_class = 5
w_class = ITEMSIZE_HUGE
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
item_state = null
@@ -369,7 +369,7 @@
slot_flags = SLOT_BELT
force = 8.0
throwforce = 4.0
w_class = 3.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
@@ -387,7 +387,7 @@
item_state = "spade"
force = 5.0
throwforce = 7.0
w_class = 2.0
w_class = ITEMSIZE_SMALL
// Flags.
@@ -397,7 +397,7 @@
singular_name = "flag"
amount = 25
max_amount = 25
w_class = 2
w_class = ITEMSIZE_SMALL
icon = 'icons/obj/mining.dmi'
var/upright = FALSE
var/base_state
@@ -501,7 +501,7 @@
icon_state = "track15"
density = FALSE
anchored = TRUE
w_class = 3
w_class = ITEMSIZE_NORMAL
layer = 2.44
/obj/structure/track/Initialize()
@@ -637,7 +637,7 @@
icon_state = "pinoff"
flags = CONDUCT
slot_flags = SLOT_BELT
w_class = 2.0
w_class = ITEMSIZE_SMALL
item_state = "electronic"
throw_speed = 4
throw_range = 20
@@ -704,7 +704,7 @@
icon_state = "jaunter"
item_state = "jaunter"
throwforce = 0
w_class = 2
w_class = ITEMSIZE_SMALL
throw_speed = 3
throw_range = 5
slot_flags = SLOT_BELT
@@ -788,7 +788,7 @@
icon_state = "borghypo"
item_state = "hypo"
throwforce = 0
w_class = 2
w_class = ITEMSIZE_SMALL
throw_speed = 3
throw_range = 5
var/loaded = TRUE
@@ -874,7 +874,7 @@ var/list/total_extraction_beacons = list()
contained_sprite = TRUE
icon = 'icons/obj/mining_contained.dmi'
icon_state = "fulton"
w_class = 3
w_class = ITEMSIZE_NORMAL
var/obj/structure/extraction_point/beacon
var/list/beacon_networks = list("station")
var/uses_left = 3
@@ -1077,7 +1077,7 @@ var/list/total_extraction_beacons = list()
icon_state = "magneto"
item_state = "magneto"
desc = "A handheld device that creates a well of negative force that attracts minerals of a very specific type, size, and state to its user."
w_class = 3
w_class = ITEMSIZE_NORMAL
force = 10
throwforce = 5
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 3)
@@ -1115,7 +1115,7 @@ var/list/total_extraction_beacons = list()
icon_state = "supermagneto"
item_state = "jaunter"
desc = "A handheld device that creates a well of warp energy that teleports minerals of a very specific type, size, and state to its user."
w_class = 3
w_class = ITEMSIZE_NORMAL
force = 15
throwforce = 5
origin_tech = list(TECH_BLUESPACE = 4, TECH_ENGINEERING = 3)
+2 -2
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/mining.dmi'
icon_state = "ore1"
randpixel = 8
w_class = 2
w_class = ITEMSIZE_SMALL
throwforce = 10
var/datum/geosample/geologic_data
var/material
@@ -94,4 +94,4 @@
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()
return ..()
+20 -20
View File
@@ -350,7 +350,7 @@ var/list/holder_mob_icon_cache = list()
icon_state_dead = "nymph_dead"
origin_tech = list(TECH_MAGNET = 3, TECH_BIO = 5)
slot_flags = SLOT_HEAD | SLOT_EARS | SLOT_HOLSTER
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/holder/drone
name = "maintenance drone"
@@ -359,14 +359,14 @@ var/list/holder_mob_icon_cache = list()
item_state = "drone"
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 5)
slot_flags = SLOT_HEAD
w_class = 4
w_class = ITEMSIZE_LARGE
/obj/item/holder/drone/heavy
name = "construction drone"
desc = "It's a really big maintenance robot."
icon_state = "constructiondrone"
item_state = "constructiondrone"
w_class = 6//You're not fitting this thing in a backpack
w_class = ITEMSIZE_IMMENSE //You're not fitting this thing in a backpack
/obj/item/holder/drone/mining
name = "mining drone"
@@ -385,7 +385,7 @@ var/list/holder_mob_icon_cache = list()
//Setting item state to cat saves on some duplication for the in-hand versions, but we cant use it for head.
//Instead, the head versions are done by duplicating the cat
slot_flags = SLOT_HEAD
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/cat/black
icon_state = "cat"
@@ -403,7 +403,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "kitten"
icon_state_dead = "cat_kitten_dead"
slot_flags = SLOT_HEAD
w_class = 1
w_class = ITEMSIZE_TINY
item_state = "kitten"
/obj/item/holder/cat/penny
@@ -412,7 +412,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "penny"
icon_state_dead = "penny_dead"
slot_flags = SLOT_HEAD
w_class = 1
w_class = ITEMSIZE_TINY
item_state = "penny"
/obj/item/holder/carp/baby
@@ -423,7 +423,7 @@ var/list/holder_mob_icon_cache = list()
item_state = "babycarp"
slot_flags = SLOT_HEAD
flags_inv = HIDEEARS
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/holder/carp/baby/verb/toggle_block_hair()
set name = "Toggle Hair Coverage"
@@ -437,7 +437,7 @@ var/list/holder_mob_icon_cache = list()
desc = "It's a slimy brain slug. Gross."
icon_state = "brainslug"
origin_tech = list(TECH_BIO = 6)
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/holder/monkey
name = "monkey"
@@ -445,7 +445,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "monkey"
item_state = "monkey"
slot_flags = SLOT_HEAD
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/farwa
name = "farwa"
@@ -453,7 +453,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "farwa"
item_state = "farwa"
slot_flags = SLOT_HEAD
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/stok
name = "stok"
@@ -461,7 +461,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "stok"
item_state = "stok"
slot_flags = SLOT_HEAD
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/monkey/neaera
name = "neaera"
@@ -469,7 +469,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "neaera"
item_state = "neaera"
slot_flags = SLOT_HEAD
w_class = 3
w_class = ITEMSIZE_NORMAL
//Holders for rats
/obj/item/holder/rat
@@ -482,7 +482,7 @@ var/list/holder_mob_icon_cache = list()
icon_state_dead = "rat_brown_dead"
slot_flags = SLOT_EARS
origin_tech = list(TECH_BIO = 2)
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/holder/rat/white
icon_state = "rat_white_sleep"
@@ -519,7 +519,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "lizard"
slot_flags = 0
w_class = 1
w_class = ITEMSIZE_TINY
//Chicks and chickens
/obj/item/holder/chick
@@ -530,7 +530,7 @@ var/list/holder_mob_icon_cache = list()
icon_state_dead = "chick_dead"
slot_flags = 0
icon_state = "chick"
w_class = 1
w_class = ITEMSIZE_TINY
/obj/item/holder/chicken
@@ -541,7 +541,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "chicken_brown"
icon_state_dead = "chicken_brown_dead"
slot_flags = 0
w_class = 2
w_class = ITEMSIZE_SMALL
/obj/item/holder/chicken/brown
icon_state = "chicken_brown"
@@ -566,7 +566,7 @@ var/list/holder_mob_icon_cache = list()
icon_state = "mushroom"
icon_state_dead = "mushroom_dead"
slot_flags = SLOT_HEAD
w_class = 2
w_class = ITEMSIZE_SMALL
@@ -617,18 +617,18 @@ var/list/holder_mob_icon_cache = list()
icon = 'icons/mob/npc/pets.dmi'
icon_state = "corgi"
item_state = "corgi"
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/fox
name = "fox"
icon = 'icons/mob/npc/pets.dmi'
icon_state = "fox"
item_state = "fox"
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/holder/schlorrgo
name = "schlorrgo"
icon = 'icons/mob/npc/livestock.dmi'
icon_state = "schlorgo"
item_state = "schlorgo"
w_class = ITEMSIZE_NORMAL
w_class = ITEMSIZE_NORMAL
+2 -2
View File
@@ -329,7 +329,7 @@
throwforce = 10.0
throw_speed = 2
throw_range = 5
w_class = 3.0
w_class = ITEMSIZE_NORMAL
var/created_name = "Floorbot"
/obj/item/toolbox_tiles/attackby(var/obj/item/W, mob/user as mob)
@@ -359,7 +359,7 @@
throwforce = 10.0
throw_speed = 2
throw_range = 5
w_class = 3.0
w_class = ITEMSIZE_NORMAL
var/created_name = "Floorbot"
/obj/item/toolbox_tiles_sensor/attackby(var/obj/item/W, mob/user as mob)
+1 -1
View File
@@ -337,7 +337,7 @@
var/build_step = 0
var/created_name = "Medibot" //To preserve the name if it's a unique medbot I guess
var/skin = null //Same as medbot, set to tox or ointment for the respective kits.
w_class = 3.0
w_class = ITEMSIZE_NORMAL
/obj/item/firstaid_arm_assembly/Initialize()
. = ..()
+1 -1
View File
@@ -20,7 +20,7 @@
desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity."
icon = 'icons/obj/assemblies.dmi'
icon_state = "mmi_empty"
w_class = 3
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_BIO = 3)
req_access = list(access_robotics)
@@ -3,7 +3,7 @@
desc = "The pinnacle of artifical intelligence which can be achieved using classical computer science."
icon = 'icons/obj/module.dmi'
icon_state = "mainboard"
w_class = 3
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_DATA = 4)
/obj/item/device/mmi/digital/robot/New()
@@ -20,4 +20,4 @@
return
/obj/item/device/mmi/digital/robot/attack_self(mob/user as mob)
return
return
@@ -4,7 +4,7 @@
icon = 'icons/mob/npc/slimes.dmi'
icon_state = "grey slime extract"
force = 1.0
w_class = 1.0
w_class = ITEMSIZE_TINY
throwforce = 0
throw_speed = 3
throw_range = 6
@@ -282,4 +282,4 @@
wizardy = TRUE
/mob/living/carbon/slime/has_eyes()
return FALSE
return FALSE
@@ -15,7 +15,7 @@ var/global/list/robot_modules = list(
name = "robot module"
icon = 'icons/obj/module.dmi'
icon_state = "std_mod"
w_class = 100.0
w_class = ITEMSIZE_IMMENSE
item_state = "electronic"
flags = CONDUCT
var/channels = list()
@@ -1138,4 +1138,4 @@ var/global/list/robot_modules = list(
S.reagents.clear_reagents()
S.mode = initial(S.mode)
S.desc = initial(S.desc)
S.update_icon()
S.update_icon()
@@ -7,7 +7,7 @@
icon = 'icons/obj/wizard.dmi'
icon_state = "soulstone"
item_state = "electronic"
w_class = 2
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_BELT
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
appearance_flags = NO_CLIENT_COLOR
@@ -47,7 +47,7 @@
dat += "<A href='byond://?src=\ref[src];choice=Summon'>Summon Shade</A><br>"
dat += "<i>This will summon the spirit of [A.name] in a pure energy form. Be cautious, for they will be weak without a protective construct to house them.</i><hr>"
dat += "<a href='byond://?src=\ref[src];choice=Close'>Close</a>"
var/datum/browser/soulstone_win = new(user, "soulstone", capitalize_first_letters(name))
soulstone_win.set_content(dat)
soulstone_win.add_stylesheet("cult", 'html/browser/cult.css')
+1 -1
View File
@@ -45,7 +45,7 @@
layer = SCREEN_LAYER
abstract = 1
item_state = "nothing"
w_class = 5.0
w_class = ITEMSIZE_HUGE
/obj/item/grab/New(mob/user, mob/victim)
+2 -2
View File
@@ -7,7 +7,7 @@
contained_sprite = TRUE
throw_range = 3
force = 10
w_class = 4.0
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BACK
/obj/item/ladder_mobile/proc/place_ladder(atom/A, mob/user)
@@ -105,4 +105,4 @@
qdel(src)
else
QDEL_NULL(target_up)
qdel(src)
qdel(src)
+2 -2
View File
@@ -7,7 +7,7 @@
vital = 1
icon_state = "brain"
force = 1.0
w_class = 2.0
w_class = ITEMSIZE_SMALL
throwforce = 1.0
throw_speed = 3
throw_range = 5
@@ -312,4 +312,4 @@
lobotomize(user)
else
to_chat(user, "<span class='notice'>The brain has already been operated on!</span>")
..()
..()
+7 -7
View File
@@ -34,7 +34,7 @@
icon_name = "torso"
max_damage = 200
min_broken_damage = 50
w_class = 5
w_class = ITEMSIZE_HUGE
body_part = UPPER_TORSO
vital = 1
parent_organ = null
@@ -49,7 +49,7 @@
icon_name = "groin"
max_damage = 100
min_broken_damage = 50
w_class = 4
w_class = ITEMSIZE_LARGE
body_part = LOWER_TORSO
parent_organ = BP_CHEST
limb_flags = ORGAN_CAN_MAIM | ORGAN_CAN_AMPUTATE
@@ -63,7 +63,7 @@
icon_name = "l_arm"
max_damage = 35
min_broken_damage = 20
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = ARM_LEFT
parent_organ = BP_CHEST
limb_flags = ORGAN_CAN_MAIM | ORGAN_CAN_AMPUTATE | ORGAN_CAN_GRASP
@@ -87,7 +87,7 @@
icon_name = "l_leg"
max_damage = 35
min_broken_damage = 20
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = LEG_LEFT
icon_position = LEFT
parent_organ = BP_GROIN
@@ -113,7 +113,7 @@
icon_name = "l_foot"
max_damage = 20
min_broken_damage = 10
w_class = 2
w_class = ITEMSIZE_SMALL
body_part = FOOT_LEFT
icon_position = LEFT
parent_organ = BP_L_LEG
@@ -142,7 +142,7 @@
icon_name = "l_hand"
max_damage = 30
min_broken_damage = 15
w_class = 2
w_class = ITEMSIZE_SMALL
body_part = HAND_LEFT
parent_organ = BP_L_ARM
limb_flags = ORGAN_CAN_MAIM | ORGAN_CAN_AMPUTATE | ORGAN_CAN_GRASP
@@ -167,7 +167,7 @@
name = BP_HEAD
max_damage = 50
min_broken_damage = 25
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = HEAD
parent_organ = BP_CHEST
limb_flags = ORGAN_CAN_MAIM | ORGAN_CAN_AMPUTATE
+7 -7
View File
@@ -8,7 +8,7 @@
icon_name = "torso"
max_damage = 100
min_broken_damage = 35
w_class = 5
w_class = ITEMSIZE_HUGE
body_part = UPPER_TORSO
vital = 1
amputation_point = "spine"
@@ -27,7 +27,7 @@
icon_name = "groin"
max_damage = 100
min_broken_damage = 35
w_class = 4
w_class = ITEMSIZE_LARGE
body_part = LOWER_TORSO
vital = 1
parent_organ = BP_CHEST
@@ -44,7 +44,7 @@
icon_name = "l_arm"
max_damage = 50
min_broken_damage = 30
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = ARM_LEFT
parent_organ = BP_CHEST
joint = "left elbow"
@@ -70,7 +70,7 @@
icon_name = "l_leg"
max_damage = 50
min_broken_damage = 30
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = LEG_LEFT
icon_position = LEFT
parent_organ = BP_GROIN
@@ -96,7 +96,7 @@
icon_name = "l_foot"
max_damage = 35
min_broken_damage = 15
w_class = 2
w_class = ITEMSIZE_SMALL
body_part = FOOT_LEFT
icon_position = LEFT
parent_organ = BP_L_LEG
@@ -127,7 +127,7 @@
icon_name = "l_hand"
max_damage = 35
min_broken_damage = 15
w_class = 2
w_class = ITEMSIZE_SMALL
body_part = HAND_LEFT
parent_organ = BP_L_ARM
joint = "left wrist"
@@ -169,7 +169,7 @@
name = BP_HEAD
max_damage = 75
min_broken_damage = 35
w_class = 3
w_class = ITEMSIZE_NORMAL
body_part = HEAD | FACE
vital = 1
parent_organ = BP_CHEST
+1 -1
View File
@@ -4,7 +4,7 @@
icon_state = "clipboard"
item_state = "clipboard"
throwforce = 0
w_class = 2.0
w_class = ITEMSIZE_SMALL
throw_speed = 3
throw_range = 10
var/obj/item/pen/haspen //The stored pen.
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A folder."
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "folder"
w_class = 2
w_class = ITEMSIZE_SMALL
drop_sound = 'sound/items/drop/paper.ogg'
pickup_sound = 'sound/items/pickup/paper.ogg'
+1 -1
View File
@@ -11,7 +11,7 @@
item_state = "paper"
contained_sprite = 1
throwforce = 0
w_class = 1
w_class = ITEMSIZE_TINY
throw_range = 1
throw_speed = 1
layer = 4
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "paper"
item_state = "paper"
throwforce = 0
w_class = 2
w_class = ITEMSIZE_SMALL
throw_range = 2
throw_speed = 1
layer = 4
+1 -1
View File
@@ -6,7 +6,7 @@
drop_sound = 'sound/items/drop/cardboardbox.ogg'
pickup_sound = 'sound/items/pickup/cardboardbox.ogg'
throwforce = 1
w_class = 5
w_class = ITEMSIZE_HUGE
throw_speed = 3
throw_range = 7
layer = OBJ_LAYER - 0.1
+1 -1
View File
@@ -177,6 +177,6 @@
icon = 'icons/obj/bureaucracy.dmi'
icon_state = "shredp"
throwforce = 0
w_class = 1
w_class = ITEMSIZE_TINY
throw_range = 3
throw_speed = 1
+1 -1
View File
@@ -298,7 +298,7 @@ Pen exclusive commands
icon_state = "crayonred"
drop_sound = 'sound/items/drop/gloves.ogg'
pickup_sound = 'sound/items/pickup/gloves.ogg'
w_class = 1.0
w_class = ITEMSIZE_TINY
attack_verb = list("attacked", "coloured")
colour = "#FF0000" //RGB
var/shadeColour = "#220000" //RGB
+1 -1
View File
@@ -15,7 +15,7 @@
desc = "A camera film cartridge. Insert it into a camera to reload it."
icon_state = "film"
item_state = "electropack"
w_class = ITEMSIZE_SMALL
w_class = ITEMSIZE_TINY
/********
+2 -2
View File
@@ -5,7 +5,7 @@
icon_state = "stamp-qm"
item_state = "stamp"
throwforce = 0
w_class = 1.0
w_class = ITEMSIZE_TINY
throw_speed = 7
throw_range = 15
matter = list(DEFAULT_WALL_MATERIAL = 60)
@@ -110,4 +110,4 @@
n_name = replacetext(n_name," rubber stamp","")
n_name = replacetext(n_name," stamp","")
n_name = replacetext(n_name,"stamp","")
name = "[n_name] rubber stamp"
name = "[n_name] rubber stamp"
+1 -1
View File
@@ -11,7 +11,7 @@
desc = "Standard superconductive magnetic coil with average capacity and I/O rating."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "smes_coil" // Just few icons patched together. If someone wants to make better icon, feel free to do so!
w_class = 4.0 // It's LARGE (backpack size)
w_class = ITEMSIZE_LARGE // It's LARGE (backpack size)
var/ChargeCapacity = 5000000
var/IOCapacity = 250000
+1 -1
View File
@@ -204,7 +204,7 @@
icon = 'icons/obj/power.dmi'
icon_state = "sp_base"
item_state = "electropack"
w_class = 4 // Pretty big!
w_class = ITEMSIZE_LARGE // Pretty big!
anchored = 0
var/tracker = 0
var/glass_type = null
+1 -1
View File
@@ -80,4 +80,4 @@
name = "tracker electronics"
icon = 'icons/obj/doors/door_assembly.dmi'
icon_state = "door_electronics"
w_class = 2.0
w_class = ITEMSIZE_SMALL
+2 -2
View File
@@ -7,7 +7,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS
throwforce = 1
w_class = 1
w_class = ITEMSIZE_TINY
var/leaves_residue = 1
var/caliber = "" //Which kind of guns it can be loaded into
@@ -93,7 +93,7 @@
item_state = "box"
matter = list(DEFAULT_WALL_MATERIAL = 500)
throwforce = 5
w_class = 2
w_class = ITEMSIZE_SMALL
throw_speed = 4
throw_range = 10
+2 -2
View File
@@ -316,7 +316,7 @@
/obj/item/ammo_magazine/submachinedrum
name = "drum magazine (.45)"
icon_state = "tommy-drum"
w_class = 3 // Bulky ammo doesn't fit in your pockets!
w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets!
mag_type = MAGAZINE
ammo_type = /obj/item/ammo_casing/c45
matter = list(DEFAULT_WALL_MATERIAL = 3750)
@@ -447,7 +447,7 @@
/obj/item/ammo_magazine/nuke
name = "nuclear launcher cartridge"
icon_state = "nukemag"
w_class = 3
w_class = ITEMSIZE_NORMAL
mag_type = MAGAZINE
caliber = "nuke"
ammo_type = /obj/item/ammo_casing/nuke
+2 -2
View File
@@ -53,7 +53,7 @@
flags = CONDUCT
slot_flags = SLOT_BELT|SLOT_HOLSTER
matter = list(DEFAULT_WALL_MATERIAL = 2000)
w_class = 3
w_class = ITEMSIZE_NORMAL
throwforce = 5
throw_speed = 4
throw_range = 5
@@ -778,7 +778,7 @@
///////////OFFHAND///////////////
/obj/item/offhand
w_class = 5.0
w_class = ITEMSIZE_HUGE
icon = 'icons/obj/weapons.dmi'
icon_state = "offhand"
item_state = "nothing"
@@ -7,7 +7,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
w_class = 2
w_class = ITEMSIZE_SMALL
force = 5
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
@@ -45,7 +45,7 @@
fire_sound = 'sound/weapons/laserstrong.ogg'
projectile_type = /obj/item/projectile/energy/blaster
max_shots = 8
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/gun/energy/blaster/revolver/verb/spin_cylinder()
set name = "Spin cylinder"
@@ -74,7 +74,7 @@
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/energy/blaster
slot_flags = SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
/obj/item/gun/energy/blaster/rifle
name = "bolt slinger"
@@ -87,10 +87,10 @@
projectile_type = /obj/item/projectile/energy/blaster/heavy
slot_flags = SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
fire_delay = 25
w_class = 4
w_class = ITEMSIZE_LARGE
accuracy = -3
scoped_accuracy = 4
@@ -8,7 +8,7 @@
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
accuracy = 1
w_class = 3
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
@@ -44,7 +44,7 @@ obj/item/gun/energy/retro
desc = "An older model of the basic lasergun. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
fire_delay = 10 //old technology
can_turret = 1
@@ -65,7 +65,7 @@ obj/item/gun/energy/retro
force = 5
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
projectile_type = /obj/item/projectile/beam
origin_tech = null
max_shots = 5 //to compensate a bit for self-recharging
@@ -149,7 +149,7 @@ obj/item/gun/energy/retro
max_shots = 4
fire_delay = 45
force = 10
w_class = 4
w_class = ITEMSIZE_LARGE
accuracy = -3 //shooting at the hip
scoped_accuracy = 4
can_turret = 1
@@ -10,7 +10,7 @@
fire_sound = 'sound/magic/Staff_Change.ogg'
flags = CONDUCT
slot_flags = SLOT_BACK
w_class = 4.0
w_class = ITEMSIZE_LARGE
max_shots = 1
projectile_type = /obj/item/projectile/change
origin_tech = list(TECH_COMBAT = 7, TECH_MAGNET = 5, TECH_BLUESPACE = 7)
@@ -151,7 +151,7 @@ obj/item/gun/energy/staff/focus/attack_self(mob/living/user as mob)
item_state = "staffofchaos"
fire_sound = 'sound/magic/Staff_Chaos.ogg'
flags = CONDUCT
w_class = 4.0
w_class = ITEMSIZE_LARGE
max_shots = 5
projectile_type = /obj/item/projectile/magic
var/list/possible_projectiles = list(/obj/item/projectile/magic, /obj/item/projectile/change, /obj/item/projectile/forcebolt,
@@ -186,7 +186,7 @@ obj/item/gun/energy/staff/focus/attack_self(mob/living/user as mob)
has_item_ratio = FALSE
fire_sound = 'sound/magic/wand.ogg'
slot_flags = SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
max_shots = 20
projectile_type = /obj/item/projectile/magic
origin_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_BLUESPACE = 6)
@@ -9,7 +9,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
@@ -7,7 +7,7 @@
icon_state = "eriflestun100"
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
force = 10
max_shots = 20
fire_delay = 6
+15 -15
View File
@@ -8,7 +8,7 @@
projectile_type = /obj/item/projectile/ion/stun
fire_sound = 'sound/weapons/laser1.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 4)
w_class = 4
w_class = ITEMSIZE_LARGE
accuracy = 1
force = 10
flags = CONDUCT
@@ -104,7 +104,7 @@
item_state = "meteor_gun"
has_item_ratio = FALSE
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
max_shots = 10
projectile_type = /obj/item/projectile/meteor
self_recharge = 1
@@ -120,7 +120,7 @@
contained_sprite = FALSE
icon_state = "pen"
item_state = "pen"
w_class = 1
w_class = ITEMSIZE_TINY
slot_flags = SLOT_BELT
can_turret = 0
@@ -145,7 +145,7 @@
item_state = "toxgun"
has_item_ratio = FALSE
fire_sound = 'sound/effects/stealthoff.ogg'
w_class = 3.0
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
projectile_type = /obj/item/projectile/energy/phoron
can_turret = 1
@@ -160,7 +160,7 @@
item_state = "gyrorifle"
has_item_ratio = FALSE
charge_meter = 0
w_class = 4
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/effects/Buzz2.ogg'
force = 5
projectile_type = /obj/item/projectile/energy/bee
@@ -180,7 +180,7 @@
icon_state = "pestishock"
item_state = "pestishock"
has_item_ratio = FALSE
w_class = 3
w_class = ITEMSIZE_NORMAL
fire_sound = 'sound/weapons/taser2.ogg'
force = 5
projectile_type = /obj/item/projectile/beam/mousegun
@@ -212,7 +212,7 @@
projectile_type = /obj/item/projectile/beam/energy_net
fire_sound = 'sound/weapons/plasma_cutter.ogg'
slot_flags = SLOT_HOLSTER | SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
max_shots = 4
fire_delay = 25
can_turret = 1
@@ -242,7 +242,7 @@
item_state = "bfg"
has_item_ratio = FALSE
charge_meter = 0
w_class = 4
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/LightningShock.ogg'
force = 30
projectile_type = /obj/item/projectile/energy/bfg
@@ -267,7 +267,7 @@
origin_tech = list(TECH_COMBAT = 6, TECH_PHORON = 5, TECH_MATERIAL = 6)
charge_meter = 0
slot_flags = SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
force = 10
projectile_type = /obj/item/projectile/beam/gatlinglaser
max_shots = 80
@@ -320,7 +320,7 @@
origin_tech = list(TECH_COMBAT = 2, TECH_PHORON = 4)
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BACK | SLOT_HOLSTER | SLOT_BELT
w_class = 3
w_class = ITEMSIZE_NORMAL
accuracy = 1
force = 10
projectile_type = /obj/item/projectile/energy/blaster/incendiary
@@ -350,7 +350,7 @@
fire_sound = 'sound/magic/lightningbolt.ogg'
attack_verb = list("sundered", "annihilated", "sliced", "cleaved", "slashed", "pulverized")
slot_flags = SLOT_BACK
w_class = 5
w_class = ITEMSIZE_HUGE
accuracy = 3 // It's a massive beam, okay.
force = 60
projectile_type = /obj/item/projectile/beam/megaglaive
@@ -438,7 +438,7 @@
origin_tech = list(TECH_COMBAT = 6, TECH_PHORON = 8)
fire_sound = 'sound/magic/lightningbolt.ogg'
slot_flags = SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
accuracy = 0 // Overwrite just in case.
force = 15
projectile_type = /obj/item/projectile/beam/thermaldrill
@@ -502,7 +502,7 @@
origin_tech = list(TECH_COMBAT = 6, TECH_PHORON = 8)
fire_sound = 'sound/magic/lightningbolt.ogg'
slot_flags = SLOT_BACK
w_class = 4
w_class = ITEMSIZE_LARGE
force = 15
projectile_type = /obj/item/projectile/beam/thermaldrill
max_shots = 90
@@ -557,7 +557,7 @@
item_state = "tesla"
has_item_ratio = FALSE
charge_meter = 0
w_class = 4
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/LightningShock.ogg'
force = 30
projectile_type = /obj/item/projectile/energy/tesla
@@ -583,7 +583,7 @@
item_state = "gravity_gun"
has_item_ratio = FALSE
charge_meter = 0
w_class = 4
w_class = ITEMSIZE_LARGE
fire_sound = 'sound/magic/Repulse.ogg'
force = 30
projectile_type = /obj/item/projectile/energy/gravitydisabler

Some files were not shown because too many files have changed in this diff Show More