//The items defined in this file are intended be scarce maintenance loot items some of these items are used as a non-renewable resource in crafting or ghetto chem. //Exercise good judgement and don't add these to a lathe willy nilly. //Saw-tier bulky & blunt weapon. A decent bone breaker. Source of lead reagent. //Add lead material to this once implemented. /obj/item/lead_pipe name = "lead pipe" icon = 'icons/obj/maintenance_loot.dmi' icon_state = "lead_pipe" inhand_icon_state = "lead_pipe" icon_angle = -45 lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi' resistance_flags = FIRE_PROOF | ACID_PROOF //wow, lore desc = "A hefty lead pipe.\nLead is an uncommon sight in this sector after being phased out due to employee health concerns. \ \nThose of a more cynical disposition have claimed that the NT lead ban is a scheme to prevent diversion to Syndicate ammunition factories." force = 15 throwforce = 12 throw_range = 4 w_class = WEIGHT_CLASS_BULKY wound_bonus = 20 demolition_mod = 1.25 pickup_sound = 'sound/items/handling/lead_pipe/lead_pipe_pickup.ogg' drop_sound = 'sound/items/handling/materials/metal_drop.ogg' throw_drop_sound = 'sound/items/handling/lead_pipe/lead_pipe_drop.ogg' hitsound = 'sound/items/lead_pipe_hit.ogg' /obj/item/lead_pipe/grind_results() return list(/datum/reagent/lead = 20) //A good battery early in the shift. Source of lead & sulfuric acid reagents. //Add lead material to this once implemented. /obj/item/stock_parts/power_store/cell/lead name = "lead-acid battery" desc = "A primitive battery. It is quite large and feels unexpectedly heavy." icon = 'icons/obj/maintenance_loot.dmi' icon_state = "lead_battery" force = 10 // double the force of a normal cell throwforce = 10 w_class = WEIGHT_CLASS_NORMAL maxcharge = STANDARD_CELL_CHARGE * 60 // initial charge reduced on init chargerate = STANDARD_CELL_RATE * 0.3 //charging is about 70% less efficient than lithium batteries. emp_damage_modifier = 4 // 15 shots. charge_light_type = null connector_type = "leadacid" /obj/item/stock_parts/power_store/cell/lead/grind_results() return list(/datum/reagent/lead = 15, /datum/reagent/toxin/acid = 15, /datum/reagent/water = 20) //starts partially discharged /obj/item/stock_parts/power_store/cell/lead/Initialize(mapload) AddElement(/datum/element/update_icon_blocker) . = ..() var/initial_percent = rand(40, 60) / 100 // 250kJ to 350kJ charge = initial_percent * maxcharge ADD_TRAIT(src, TRAIT_FISHING_BAIT, INNATE_TRAIT) AddComponent(/datum/component/loads_avatar_gear, \ load_callback = CALLBACK(src, PROC_REF(shockingly_improve_avatar)), \ ) // Give our owner shock touch when entering the digital realm /obj/item/stock_parts/power_store/cell/lead/proc/shockingly_improve_avatar(mob/living/carbon/human/neo, mob/living/carbon/human/avatar, domain_flags) if(domain_flags & DOMAIN_FORBIDS_ABILITIES) return BITRUNNER_GEAR_LOAD_BLOCKED if(!avatar.can_mutate()) return BITRUNNER_GEAR_LOAD_FAILED if(avatar.dna.mutation_in_sequence(/datum/mutation/shock)) avatar.dna.activate_mutation(/datum/mutation/shock) else avatar.dna.add_mutation(/datum/mutation/shock, MUTATION_SOURCE_MUTATOR)