TG: Tonnes of stuff, please check the changelog.

In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
This commit is contained in:
Erthilo
2012-05-06 18:26:41 +01:00
parent 7685e6bef9
commit f2777aa65f
39 changed files with 776 additions and 165 deletions

View File

@@ -152,6 +152,21 @@
heat_transfer_coefficient = 0.01
color="yellow"
/obj/item/clothing/gloves/fyellow //Cheap Chinese Crap
desc = "These gloves are cheap copies of the coveted gloves, no way this can end badly."
name = "fake insulated gloves"
icon_state = "yellow"
item_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in New()
permeability_coefficient = 0.05
protective_temperature = 800
heat_transfer_coefficient = null
color="yellow"
New()
siemens_coefficient = pick(0,0,0.25,0.25,0.5,0.5,1)
heat_transfer_coefficient = pick(0.01,0.1,0.25,0.25,0.5)
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "captain's gloves"

View File

@@ -224,6 +224,13 @@ proc/move_mining_shuttle()
origin_tech = "materials=6;powerstorage=4;engineering=5"
desc = "Yours is the drill that will pierce the heavens!"
borgdrill
name = "Cyborg Mining Drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 15
desc = ""
/*****************************Shovel********************************/
/obj/item/weapon/shovel

View File

@@ -34,6 +34,12 @@
if(0)
usr << "The satchel now picks up one ore at a time."
/obj/item/weapon/satchel/borg
icon = 'mining.dmi'
icon_state = "satchel"
name = "Cyborg Mining Satchel"
mode = 1; //0 = pick one at a time, 1 = pick all on tile
capacity = 200; //the number of ore pieces it can carry.
/**********************Ore box**************************/

View File

@@ -265,6 +265,11 @@
else
stat(null, text("No Cell Inserted!"))
if(module)
internal = locate(/obj/item/weapon/tank/jetpack) in module.modules
if(internal)
stat("Internal Atmosphere Info", internal.name)
stat("Tank Pressure", internal.air_contents.return_pressure())
/mob/living/silicon/robot/restrained()
return 0

View File

@@ -8,6 +8,7 @@
var
list/modules = list()
obj/item/emag = null
obj/item/borg/upgrade/jetpack = null
emp_act(severity)
@@ -24,6 +25,8 @@
src.modules += new /obj/item/device/flash(src)
src.emag = new /obj/item/toy/sword(src)
src.emag.name = "Placeholder Emag Item"
// src.jetpack = new /obj/item/toy/sword(src)
// src.jetpack.name = "Placeholder Upgrade Item"
return
@@ -152,7 +155,7 @@
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
src.modules += new /obj/item/weapon/melee/baton(src)
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
// src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
return
@@ -217,9 +220,10 @@
..()
src.modules += new /obj/item/borg/sight/meson(src)
src.emag = new /obj/item/borg/stun(src)
src.modules += new /obj/item/weapon/satchel(src)
src.modules += new /obj/item/weapon/pickaxe/jackhammer(src)
src.modules += new /obj/item/weapon/shovel(src)
src.modules += new /obj/item/weapon/satchel/borg(src)
src.modules += new /obj/item/weapon/pickaxe/borgdrill(src)
// src.modules += new /obj/item/weapon/shovel(src) Uneeded due to buffed drill
// src.jetpack += new/obj/item/weapon/tank/jetpack/carbondioxide(src)
return
@@ -231,5 +235,4 @@
src.modules += new /obj/item/weapon/melee/energy/sword(src)
src.modules += new /obj/item/weapon/gun/energy/pulse_rifle/destroyer(src)
src.modules += new /obj/item/weapon/card/emag(src)
src.modules += new /obj/item/weapon/tank/jetpack/oxygen(src)
return

View File

@@ -5,7 +5,7 @@
name = "A borg upgrade module."
desc = "Protected by FRM."
icon = 'module.dmi'
icon_state = "id_mod"
icon_state = "cyborg_upgrade"
var/construction_time = 120
var/construction_cost = list("metal"=10000)
var/locked = 0
@@ -19,6 +19,7 @@
/obj/item/borg/upgrade/reset/
name = "Borg module reset board"
desc = "Used to reset a borg's module. Destroys any other upgrades applied to the borg."
icon_state = "cyborg_upgrade1"
require_module = 1
/obj/item/borg/upgrade/reset/action(var/mob/living/silicon/robot/R)
@@ -41,6 +42,7 @@
name = "Borg Flash-Supression"
desc = "A highly advanced, complicated system for supressing incoming flashes directed at the borg's optical processing system."
construction_cost = list("metal"=10000,"gold"=2000,"silver"=3000,"glass"=2000, "diamond"=5000)
icon_state = "cyborg_upgrade4"
require_module = 1
@@ -57,6 +59,7 @@
name = "Borg emergancy restart module"
desc = "Used to force a restart of a disabled-but-repaired borg, bringing it back online."
construction_cost = list("metal"=60000 , "glass"=5000)
icon_state = "cyborg_upgrade1"
/obj/item/borg/upgrade/restart/action(var/mob/living/silicon/robot/R)
@@ -77,6 +80,7 @@
name = "Borg VTEC Module"
desc = "Used to kick in a borgs VTEC systems, increasing their speed."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 5000)
icon_state = "cyborg_upgrade2"
require_module = 1
/obj/item/borg/upgrade/vtec/action(var/mob/living/silicon/robot/R)
@@ -91,6 +95,7 @@
name = "Borg Rapid Taser Cooling Module"
desc = "Used to cool a mounted taser, increasing the potential current in it and thus its recharge rate.."
construction_cost = list("metal"=80000 , "glass"=6000 , "gold"= 2000, "diamond" = 500)
icon_state = "cyborg_upgrade3"
require_module = 1
@@ -117,4 +122,23 @@
else
T.recharge_time = max(2 , T.recharge_time - 4)
return 1
return 1
/obj/item/borg/upgrade/jetpack/
name = "Mining Borg Jetpack"
desc = "A carbon dioxide jetpack suitable for low-gravity mining operations"
construction_cost = list("metal"=10000,"plasma"=15000,"uranium" = 20000)
icon_state = "cyborg_upgrade3"
require_module = 1
/obj/item/borg/upgrade/jetpack/action(var/mob/living/silicon/robot/R)
if(!istype(R.module, /obj/item/weapon/robot_module/miner))
R << "Upgrade mounting error! No suitable hardpoint detected!"
usr << "There's no mounting point for the module!"
return 0
else
R.module.modules += new/obj/item/weapon/tank/jetpack/carbondioxide
for(var/obj/item/weapon/tank/jetpack/carbondioxide in R.module.modules)
R.internals = src
R.icon_state="Miner+j"
return 1

View File

@@ -21,7 +21,7 @@
/mob/living/simple_animal/crab/Life()
..()
//CRAB movement
if(!ckey)
if(!ckey && alive)
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
turns_since_move++
if(turns_since_move >= turns_per_move)
@@ -34,4 +34,36 @@
desc = "It's Coffee, the other pet!"
response_help = "pets"
response_disarm = "gently pushes aside"
response_harm = "stomps"
response_harm = "stomps"
//LOOK AT THIS - ..()??
/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/wirecutters))
user << "\red \b This kills the crab."
health -= 20
Die()
if(istype(O, /obj/item/stack/medical))
if(alive)
var/obj/item/stack/medical/MED = O
if(health < maxHealth)
if(MED.amount >= 1)
health = min(maxHealth, health + MED.heal_brute)
MED.amount -= 1
if(MED.amount <= 0)
del(MED)
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\blue [user] applies the [MED] on [src]")
else
user << "\blue this [src] is dead, medical items won't bring it back to life."
else
if(O.force)
health -= O.force
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
else
usr << "\red This weapon is ineffective, it does no damage."
for(var/mob/M in viewers(src, null))
if ((M.client && !( M.blinded )))
M.show_message("\red [user] gently taps [src] with the [O]. ")

View File

@@ -10,6 +10,7 @@
var/obj/item/weapon/pen/haspen //The stored pen.
var/obj/item/weapon/paper/toppaper //The topmost piece of paper.
flags = FPRINT | TABLEPASS | ONBELT
pressure_resistance = 10
/obj/item/weapon/clipboard/New()
update_icon()

View File

@@ -8,6 +8,7 @@
throw_speed = 3
throw_range = 15
layer = 4
pressure_resistance = 1
var
info //What's actually written on the paper.

View File

@@ -7,6 +7,7 @@
w_class = 3
throw_speed = 3
throw_range = 7
pressure_resistance = 10
var
amount = 30 //How much paper is in the bin.
list/papers = new/list() //List of papers put in the bin for reference.

View File

@@ -10,6 +10,7 @@
throw_range = 15
m_amt = 10
var/colour = "black" //what colour the ink is!
pressure_resistance = 5
/obj/item/weapon/pen/blue
desc = "It's a normal blue ink pen."

View File

@@ -11,6 +11,7 @@
throw_range = 15
m_amt = 60
var/color = "cargo"
pressure_resistance = 5
/obj/item/weapon/stamp/captain
name = "captain's rubber stamp"

View File

@@ -11,11 +11,14 @@
updateicon()
/obj/item/weapon/cell/proc/updateicon()
if(maxcharge <= 2500)
/*if(maxcharge < 10000)
icon_state = "cell"
if(maxcharge >= 10000 && maxcharge < 20000)
icon_state = "hcell"
if(maxcharge >= 20000 && maxcharge < 30000)
icon_state = "scell"
else
icon_state = "hpcell"
icon_state = "hpcell"*/
overlays = null
@@ -63,9 +66,9 @@
if(maxcharge <= 2500)
usr << "[desc]\nThe manufacturer's label states this cell has a power rating of [maxcharge], and that you should not swallow it.\nThe charge meter reads [round(src.percent() )]%."
else
usr << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!!!\nThe charge meter reads [round(src.percent() )]%."
usr << "This power cell has an exciting chrome finish, as it is an uber-capacity cell type! It has a power rating of [maxcharge]!\nThe charge meter reads [round(src.percent() )]%."
if(crit_fail)
usr << "\red This power cell seems to be faulty"
usr << "\red This power cell seems to be faulty."
/obj/item/weapon/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)

View File

@@ -21,42 +21,32 @@ field_generator power level display
density = 1
use_power = 0
var
const/num_power_levels = 15 // Total number of power level icon has
const/num_power_levels = 6 // Total number of power level icon has
Varedit_start = 0
Varpower = 0
active = 0
power = 20 // Current amount of power
state = 0
warming_up = 0
powerlevel = 0 // Current Power level in overlays list
list/obj/machinery/containment_field/fields
list/obj/machinery/field_generator/connected_gens
clean_up = 0
update_icon()
if (!active)
//Set icon_state has not been set, set to "Field_Gen"
if (icon_state != "Field_Gen")
icon_state = "Field_Gen"
warming_up = 0
else if (warming_up && icon_state != "Field_Gen +a[warming_up]")
icon_state = "Field_Gen +a[warming_up]"
overlays = null
if(!active)
if(warming_up)
overlays += "+a[warming_up]"
if(fields.len)
overlays += "+on"
// Power level indicator
// Scale % power to % num_power_levels and truncate value
var/level = round(num_power_levels * power / field_generator_max_power)
// Clamp between 0 and num_power_levels for out of range power values
level = between(0, level, num_power_levels)
// Do nothing unless new level is diffrent the powerlevel
if (powerlevel!=level)
if (powerlevel) //Remove old powerlevel overlay from overlays
overlays -= "Field_Gen +p[powerlevel]"
powerlevel = level
// If new power level exists add it to overlays
if (powerlevel)
overlays += "Field_Gen +p[powerlevel]"
if(level)
overlays += "+p[level]"
return

View File

@@ -37,6 +37,22 @@ CC|FC|
PE|PE|PE
Icon Addemdum
Icon system is much more robust, and the icons are all variable based.
Each part has a reference string, powered, strength, and contruction values.
Using this the update_icon() proc is simplified a bit (using for absolutely was problematic with naming),
so the icon_state comes out be:
"[reference][strength]", with a switch controlling construction_states and ensuring that it doesn't
power on while being contructed, and all these variables are set by the computer through it's scan list
Essential order of the icons:
Standard - [reference]
Wrenched - [reference]
Wired - [reference]w
Closed - [reference]c
Powered - [reference]p[strength]
Strength being set by the computer and a null strength (Computer is powered off or inactive) returns a 'null', counting as empty
So, hopefully this is helpful if any more icons are to be added/changed/wondering what the hell is going on here
*/
/obj/structure/particle_accelerator
@@ -49,13 +65,59 @@ PE|PE|PE
var
obj/machinery/particle_accelerator/control_box/master = null
construction_state = 0
reference = null
powered = 0
strength = null
desc_holder = null
end_cap
name = "Alpha Particle Generation Array"
desc_holder = "This is where Alpha particles are generated from \[REDACTED\]"
icon_state = "end_cap"
reference = "end_cap"
/* update_icon()
switch(construction_state)
if(0)
icon_state="[reference]"
if(1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
switch(strength)
if(0)
icon_state="[reference]p0"
if(1)
icon_state="[reference]p1"
if(2)
icon_state="[reference]p2"
else
icon_state="[reference]p"
else
icon_state="[reference]c"
return
*/
update_icon()
..()
return
verb/rotate()
set name = "Rotate"
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 270)
return 1
verb/rotateccw()
set name = "Rotate Counter Clockwise"
set category = "Object"
set src in oview(1)
@@ -65,18 +127,18 @@ PE|PE|PE
src.dir = turn(src.dir, 90)
return 1
examine()
set src in oview(1)
switch(src.construction_state)
if(0)
src.desc = text("Part of a Particle Accelerator, looks like its not attached to the flooring")
src.desc = text("A [name], looks like it's not attached to the flooring")
if(1)
src.desc = text("Part of a Particle Accelerator, looks like its missing some cables")
src.desc = text("A [name], it is missing some cables")
if(2)
src.desc = text("Part of a Particle Accelerator, looks like its got an open panel")
src.desc = text("A [name], the panel is open")
if(3)
src.desc = text("Part of a Particle Accelerator, looks like its all setup")
src.desc = text("The [name] is assembled")
if(powered)
src.desc = src.desc_holder
..()
return
@@ -117,6 +179,20 @@ PE|PE|PE
del(src)
return
update_icon()
switch(construction_state)
if(0)
icon_state="[reference]"
if(1)
icon_state="[reference]"
if(2)
icon_state="[reference]w"
if(3)
if(powered)
icon_state="[reference]p[strength]"
else
icon_state="[reference]c"
return
proc
update_state()
@@ -160,6 +236,7 @@ PE|PE|PE
src.anchored = 1
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
// icon_state = "[reference]"
temp_state++
if(1)
if(iswrench(O))
@@ -167,25 +244,30 @@ PE|PE|PE
src.anchored = 0
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
// icon_state = "[reference]"
temp_state--
else if(iscoil(O))
if(O:use(1,user))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
// icon_state = "[reference]w"
temp_state++
if(2)
if(iswirecutter(O))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
// icon_state = "[reference]"
temp_state--
else if(isscrewdriver(O))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
// icon_state = "[reference]c"
temp_state++
if(3)
if(isscrewdriver(O))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
// icon_state = "[reference]w"
temp_state--
if(temp_state == src.construction_state)//Nothing changed
return 0
@@ -212,10 +294,25 @@ PE|PE|PE
var
construction_state = 0
active = 0
reference = null
powered = null
strength = 0
desc_holder = null
verb/rotate()
set name = "Rotate"
set name = "Rotate Clockwise"
set category = "Object"
set src in oview(1)
if (src.anchored || usr:stat)
usr << "It is fastened to the floor!"
return 0
src.dir = turn(src.dir, 270)
return 1
verb/rotateccw()
set name = "Rotate Counter-Clockwise"
set category = "Object"
set src in oview(1)
@@ -225,17 +322,21 @@ PE|PE|PE
src.dir = turn(src.dir, 90)
return 1
update_icon()
return
examine()
switch(src.construction_state)
if(0)
src.desc = text("Part of a Particle Accelerator, looks like its not attached to the flooring")
src.desc = text("A [name], looks like it's not attached to the flooring")
if(1)
src.desc = text("Part of a Particle Accelerator, looks like its missing some cables")
src.desc = text("A [name], it is missing some cables")
if(2)
src.desc = text("Part of a Particle Accelerator, looks like its got an open panel")
src.desc = text("A [name], the panel is open")
if(3)
src.desc = text("Part of a Particle Accelerator, looks like its all setup")
src.desc = text("The [name] is assembled")
if(powered)
src.desc = src.desc_holder
..()
return
@@ -294,6 +395,7 @@ PE|PE|PE
src.anchored = 1
user.visible_message("[user.name] secures the [src.name] to the floor.", \
"You secure the external bolts.")
//icon_state = "[reference]"
temp_state++
if(1)
if(iswrench(O))
@@ -301,25 +403,30 @@ PE|PE|PE
src.anchored = 0
user.visible_message("[user.name] detaches the [src.name] from the floor.", \
"You remove the external bolts.")
//icon_state = "[reference]"
temp_state--
else if(iscoil(O))
if(O:use(1))
user.visible_message("[user.name] adds wires to the [src.name].", \
"You add some wires.")
//icon_state = "[reference]w"
temp_state++
if(2)
if(iswirecutter(O))//TODO:Shock user if its on?
user.visible_message("[user.name] removes some wires from the [src.name].", \
"You remove some wires.")
//icon_state = "[reference]"
temp_state--
else if(isscrewdriver(O))
user.visible_message("[user.name] closes the [src.name]'s access panel.", \
"You close the access panel.")
//icon_state = "[reference]c"
temp_state++
if(3)
if(isscrewdriver(O))
user.visible_message("[user.name] opens the [src.name]'s access panel.", \
"You open the access panel.")
//icon_state = "[reference]w"
temp_state--
if(temp_state == src.construction_state)//Nothing changed
return 0

View File

@@ -1,5 +1,10 @@
/obj/structure/particle_accelerator/fuel_chamber
name = "Particle Accelerator Fuel Control"
desc = "Part of a Particle Accelerator."
name = "EM Acceleration Chamber"
desc_holder = "This is where the Alpha particles are accelerated to <b><i>radical speeds</i></b>."
icon = 'particle_accelerator.dmi'
icon_state = "fuel_chamber"
icon_state = "fuel_chamber"
reference = "fuel_chamber"
update_icon()
..()
return

View File

@@ -1,8 +1,9 @@
/obj/machinery/particle_accelerator/control_box
name = "Particle Accelerator Control Box"
desc = "Part of a Particle Accelerator."
name = "Particle Accelerator Control Computer"
desc = "This controls the density of the particles."
icon = 'particle_accelerator.dmi'
icon_state = "control_box"
reference = "control_box"
anchored = 0
density = 1
use_power = 0
@@ -13,7 +14,7 @@
var
list/obj/structure/particle_accelerator/connected_parts
assembled = 0
strength = 0
parts = null
New()
@@ -40,6 +41,28 @@
return
update_icon()
if(active)
icon_state = "[reference]p1"
else
if(use_power)
icon_state = "[reference]p"
else
icon_state = "[reference]c"
switch(construction_state)
if(0)
icon_state = "[reference]"
if(1)
icon_state = "[reference]"
if(2)
icon_state = "[reference]w"
if(3)
icon_state = "[reference]c"
return
update_icon()
..()
return
Topic(href, href_list)
..()
@@ -61,17 +84,30 @@
src.part_scan()
if(href_list["strengthup"])
src.strength++
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength++
part.update_icon()
if(src.strength > 2)
src.strength = 2
message_admins("[usr] increased particle accelerator power to [strength].")
log_admin("[usr] increased particle accelerator power to [strength].")
message_admins("[usr] increased particle accelerator power to [strength].")
log_admin("[usr] increased particle accelerator power to [strength].")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = 2
part.update_icon()
if(href_list["strengthdown"])
src.strength--
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength--
part.update_icon()
if(src.strength < 0)
src.strength = 0
message_admins("[usr] decreased particle accelerator power to [strength].")
log_admin("[usr] decreased particle accelerator power to [strength].")
message_admins("[usr] decreased particle accelerator power to [strength].")
log_admin("[usr] decreased particle accelerator power to [strength].")
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = 0
part.update_icon()
src.updateDialog()
src.update_icon()
return
@@ -80,7 +116,7 @@
if(stat & NOPOWER)
active = 0
use_power = 0
else if(!stat)
else if(!stat && construction_state == 3)
use_power = 1
return
@@ -150,8 +186,16 @@
src.active = !src.active
if(src.active)
src.use_power = 2
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = src.strength
part.powered = 1
part.update_icon()
else
src.use_power = 1
for(var/obj/structure/particle_accelerator/part in connected_parts)
part.strength = null
part.powered = 0
part.update_icon()
return 1

View File

@@ -1,6 +1,6 @@
/obj/structure/particle_accelerator/particle_emitter
name = "Particle Accelerator Emitter"
desc = "Part of a Particle Accelerator, might not want to stand near this end."
name = "EM Containment Grid"
desc_holder = "This launchs the Alpha particles, might not want to stand near this end."
icon = 'particle_accelerator.dmi'
icon_state = "none"
var
@@ -9,17 +9,19 @@
center
icon_state = "emitter_center"
reference = "emitter_center"
left
icon_state = "emitter_left"
reference = "emitter_left"
right
icon_state = "emitter_right"
reference = "emitter_right"
update_icon()
return//Add overlays here
..()
return
proc
set_delay(var/delay)

View File

@@ -1,7 +1,10 @@
/obj/structure/particle_accelerator/power_box
name = "Particle Accelerator"
desc = "Part of a Particle Accelerator, this part seems to have a maintenance panel on it."
name = "Particle Focusing EM Lens"
desc_holder = "This uses electromagnetic waves to focus the Alpha-Particles."
icon = 'particle_accelerator.dmi'
icon_state = "power_box"
anchored = 0
density = 1
reference = "power_box"
update_icon()
..()
return

View File

@@ -1091,7 +1091,7 @@ datum
desc = "A basic power cell that holds 1000 units of energy"
id = "basic_cell"
req_tech = list("powerstorage" = 1)
build_type = PROTOLATHE | AUTOLATHE
build_type = PROTOLATHE | AUTOLATHE |MECHFAB
materials = list("$metal" = 700, "$glass" = 50)
build_path = "/obj/item/weapon/cell"
@@ -1100,7 +1100,7 @@ datum
desc = "A power cell that holds 10000 units of energy"
id = "high_cell"
req_tech = list("powerstorage" = 2)
build_type = PROTOLATHE | AUTOLATHE
build_type = PROTOLATHE | AUTOLATHE | MECHFAB
materials = list("$metal" = 700, "$glass" = 60)
build_path = "/obj/item/weapon/cell/high"
@@ -1110,7 +1110,7 @@ datum
id = "super_cell"
req_tech = list("powerstorage" = 3, "materials" = 2)
reliability_base = 90 //Else these things just fail all the time, goddamn. - Erthilo
build_type = PROTOLATHE
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 700, "$glass" = 70)
build_path = "/obj/item/weapon/cell/super"
@@ -1120,7 +1120,7 @@ datum
id = "hyper_cell"
req_tech = list("powerstorage" = 5, "materials" = 4)
reliability_base = 85
build_type = PROTOLATHE
build_type = PROTOLATHE | MECHFAB
materials = list("$metal" = 400, "$gold" = 150, "$silver" = 150, "$glass" = 70)
build_path = "/obj/item/weapon/cell/hyper"
@@ -1271,6 +1271,16 @@ datum
reliability_base = 74
build_path = "/obj/item/device/mmi/radio_enabled"
synthetic_flash
name = "Synthetic Flash"
desc = "When a problem arises, SCIENCE is the solution."
id = "sflash"
req_tech = list("magnets" = 3, "combat" = 2)
build_type = MECHFAB
materials = list("$metal" = 750, "$glass" = 750)
reliability_base = 76
build_path = "/obj/item/device/flash/synthetic"
/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////