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https://github.com/Aurorastation/Aurora.3.git
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e0aa218843
https://www.youtube.com/watch?v=9mPvZ96pHJI A pull request commissioned by the Synthetic Lore Team to comprehensively rework synthetics (read: IPCs) and how they work in Aurora. The objective is to make IPCs as unique as possible from humans, upgrading the robotic feel and atmosphere, while also preserving a good sense of balance in-game. Key features: - A comprehensive expansion of synthetic organs, all of which now fulfill a purpose: hydraulics, cooling units, power systems, actuators, diagnostics units. - Customizable organs with benefits and drawbacks, such as with cooling units and power systems. - Unique ways to repair the organs and more involved steps. - Unique damage mechanics - every organ has wiring and electronics which affect its functioning, and they are defended by plating which provides natural armour. - Improved and immersive diagnostics. - Unique features, benefits, and drawbacks for every IPC frame. - A rework of the positronic brain, which can be either destroyed or shut down, alongside effects caused by low integrity. - A rework of how EMPs affect IPC organs. - Non-binary damage states for each organ. To-do: - [x] Finish the unique features for each frame. - [x] Look into if mechanical synthskin is possible. - [x] Power system. - [x] Posibrain mechanics. - [ ] Passive cooling expansion. - [x] EMP mechanics. - [x] Repair mechanics. - [x] Mob weight mechanics. - [ ] Gurney for heavy mobs. - [x] New augments. - [ ] IPC tag scanning and flashing. --------- Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com> Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
250 lines
7.5 KiB
Plaintext
250 lines
7.5 KiB
Plaintext
/obj/item/cell
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/machinery/cell_charger.dmi'
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icon_state = "cell"
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item_state = "cell"
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contained_sprite = TRUE
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origin_tech = list(TECH_POWER = 1)
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force = 11
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throwforce = 5.0
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throw_speed = 3
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
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recyclable = TRUE
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/// Note %age converted to actual charge in New()
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var/charge = 0
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/// Maximum cell charge.
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var/maxcharge = 1000
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/// True if rigged to explode
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var/rigged = FALSE
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/// If not 100% reliable, it will build up faults.
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var/minor_fault = 0
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/// Percentage of maxcharge to recharge per minute, though it will trickle charge every process tick (every ~2 seconds), leave null for no self-recharge
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var/self_charge_percentage
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/// Smaller variant, used by energy guns and similar small devices
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/obj/item/cell/device
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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icon_state = "device"
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w_class = WEIGHT_CLASS_SMALL
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force = 0
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throw_speed = 5
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throw_range = 7
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maxcharge = 250
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matter = list(MATERIAL_STEEL = 70, MATERIAL_GLASS = 5)
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/obj/item/cell/device/high
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name = "advanced power cell"
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desc = "A small, advanced power cell designed to power more energy demanding handheld devices."
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icon_state = "hdevice"
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maxcharge = 500
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matter = list(MATERIAL_STEEL = 150, MATERIAL_GLASS = 10)
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/obj/item/cell/device/variable/New(newloc, charge_amount)
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..(newloc)
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maxcharge = charge_amount
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charge = maxcharge
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/obj/item/cell/crap
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name = "old power cell"
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desc = "A cheap, old power cell. It's probably been in use for quite some time now."
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origin_tech = list(TECH_POWER = 0)
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maxcharge = 1500
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
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/obj/item/cell/crap/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/crap/cig
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name = "\improper rechargable mini-battery"
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desc = "A miniature power cell designed to power very small handheld devices."
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maxcharge = 200
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/obj/item/cell/secborg
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name = "security borg rechargable D battery"
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origin_tech = list(TECH_POWER = 0)
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 40)
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/obj/item/cell/secborg/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/apc
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name = "heavy-duty power cell"
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origin_tech = list(TECH_POWER = 1)
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maxcharge = 15000
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 50)
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/obj/item/cell/high
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name = "high-capacity power cell"
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origin_tech = list(TECH_POWER = 2)
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icon_state = "hcell"
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maxcharge = 30000
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 60)
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/obj/item/cell/high/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/super
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name = "super-capacity power cell"
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origin_tech = list(TECH_POWER = 5)
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icon_state = "scell"
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maxcharge = 60000
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
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/obj/item/cell/super/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/hyper
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name = "hyper-capacity power cell"
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origin_tech = list(TECH_POWER = 6)
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icon_state = "hpcell"
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maxcharge = 90000
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matter = list(DEFAULT_WALL_MATERIAL = 200, MATERIAL_GOLD = 50, MATERIAL_SILVER = 50, MATERIAL_GLASS = 40)
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/obj/item/cell/hyper/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/infinite
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name = "infinite-capacity power cell!"
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icon_state = "icell"
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origin_tech = null
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maxcharge = 180000 //determines how badly mobs get shocked
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 80)
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/obj/item/cell/infinite/check_charge()
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return 1
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/obj/item/cell/infinite/use()
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return 1
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/obj/item/cell/potato
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name = "potato battery"
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desc = "A rechargable starch based power cell."
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origin_tech = list(TECH_POWER = 1)
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icon = 'icons/obj/power.dmi' //'icons/obj/harvest.dmi'
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icon_state = "potato_cell" //"potato_battery"
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charge = 100
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maxcharge = 300
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/obj/item/cell/slime
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name = "charged slime core"
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desc = "A yellow slime core infused with phoron, it crackles with power."
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origin_tech = list(TECH_POWER = 2, TECH_BIO = 4)
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icon = 'icons/mob/npc/slimes.dmi'
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icon_state = "yellow slime extract"
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maxcharge = 45000
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matter = null
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/// Slime cores recharges 10% every one minute.
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self_charge_percentage = 10
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/obj/item/cell/slime/mechanics_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "This slime core is energized with powerful bluespace energies, allowing it to regenerate ten percent of its charge every minute."
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/obj/item/cell/slime/antagonist_hints(mob/user, distance, is_adjacent)
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. += ..()
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. += "Auto-charges, so maybe be fucking careful if you try rigging this one."
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/obj/item/cell/nuclear
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name = "miniaturized nuclear power cell"
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desc = "A small self-charging cell with a thorium core that can store an immense amount of charge."
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origin_tech = list(TECH_POWER = 8, TECH_ILLEGAL = 4)
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icon_state = "icell"
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maxcharge = 50000
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matter = null
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/// Nuclear cells recharge 20% every one minute.
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self_charge_percentage = 10
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/obj/item/cell/device/emergency_light
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name = "miniature power cell"
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desc = "A small power cell intended for use with emergency lighting."
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/// Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
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maxcharge = 500
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w_class = WEIGHT_CLASS_TINY
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matter = list(MATERIAL_GLASS = 20)
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/obj/item/cell/device/emergency_light/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/proto
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name = "proto power cell"
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desc = "A heavy-duty reliable military-grade power cell. Doesn't look to fit any modern standards."
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icon_state = "proto"
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maxcharge = 25000
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origin_tech = list(TECH_POWER = 6)
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/obj/item/cell/proto/empty/Initialize()
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. = ..()
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charge = 0
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update_icon()
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/obj/item/cell/hydrogen
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name = "hydrogen blaster canister"
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desc = "An industrial-grade hydrogen power cell, used in various blaster weapons- or blaster-adjacent power tools- in place of expensive phoron."
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icon_state = "hycell"
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/// Hydrogen is actually used today in electric cars
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maxcharge = 10000
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matter = list(DEFAULT_WALL_MATERIAL = 700, MATERIAL_GLASS = 70)
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w_class = WEIGHT_CLASS_SMALL
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drop_sound = 'sound/items/drop/gascan.ogg'
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pickup_sound = 'sound/items/pickup/gascan.ogg'
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origin_tech = list(TECH_POWER = 4)
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/obj/item/cell/mecha
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name = "power core"
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origin_tech = list(TECH_POWER = 2)
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icon_state = "core"
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w_class = WEIGHT_CLASS_BULKY
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maxcharge = 20000
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matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000)
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/obj/item/cell/mecha/nuclear
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name = "nuclear power core"
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origin_tech = list(TECH_POWER = 3, TECH_MATERIAL = 3)
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icon_state = "nuclear_core"
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maxcharge = 30000
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matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_URANIUM = 10000)
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/// Nuclear mecha cores recharges 5% every one minute
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self_charge_percentage = 5
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/obj/item/cell/mecha/phoron
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name = "phoron power core"
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origin_tech = list(TECH_POWER = 5, TECH_MATERIAL = 5)
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icon_state = "phoron_core"
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maxcharge = 50000
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matter = list(DEFAULT_WALL_MATERIAL = 20000, MATERIAL_GLASS = 10000, MATERIAL_PHORON = 5000)
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/// Phoron mecha cores recharges 10% every one minute
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self_charge_percentage = 10
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/obj/item/cell/mecha/phoron/alien
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name = "anomalous power core"
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origin_tech = list(TECH_POWER = 9, TECH_MATERIAL = 9)
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icon_state = "alien_power_cell"
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desc = "A mercurial gem gleaming with anomalous white light. Pale, cold flames dance along its surface, which crackle with static charge upon touching any object."
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/obj/item/cell/mecha/phoron/alien/Initialize()
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. = ..()
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maxcharge *= rand(0.75, 1.25)
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self_charge_percentage *= rand(0.75, 1.25)
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