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Simply put, EMPs now drain cells at hopefully decent rates. Starting at basic high capacity, a heavy emp (aka a direct ion rifle hit) drains 1/3 of the battery, with each successive tier of cell taking an extra heavy emp to drain it. At the end, the data looks like this: - Basic Cell: Instantly drained. Unchanged. - High Capacity: 3 hits - Super Capacity: 4 Hits - Hyper Capacity: 6 Hits - Bluespace: 8 hits. Also potatoes take halfed emp damage, because theres not really much silicon to emp, given its a potato. ## Why It's Good For The Game As of now, this is the stats to drain a cell with EMPs. (Do note some stuff just doesnt drain at all and this is for those that do just run the proc to the cell itself) - Basic Cell: Instantly drained. - High Capacity: 10 hits - Super Capacity: 20 Hits - Hyper Capacity: 30 Hits - Bluespace: 40 hits. The EMP gun on the station can shoot 10 bolts before needing a recharge. It is *physically impossible* to use the ion to depower something with an upgraded cell without needing to reload, and even landing 10 direct hits with the ion to bring down a stock cell is frankly a big ask. Additionally, using emps as crew or sec runs the risk of you getting caught in the splash damage and now your modsuit/pda/whatever doesnt work. Hopefully, this will make the EMP gun actually useful for its intended purpose of countering silicons/mechs. ## Changelog 🆑 WebcomicArtist balance: EMPs now drain cells better, starting at 3 emps to drain a basic cell, up to 8 for bluespace. /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
70 lines
3.1 KiB
Plaintext
70 lines
3.1 KiB
Plaintext
//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.
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//Exercise good judgement and don't add these to a lathe willy nilly.
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//Saw-tier bulky & blunt weapon. A decent bone breaker. Source of lead reagent.
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//Add lead material to this once implemented.
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/obj/item/lead_pipe
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name = "lead pipe"
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icon = 'icons/obj/maintenance_loot.dmi'
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icon_state = "lead_pipe"
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inhand_icon_state = "lead_pipe"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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resistance_flags = FIRE_PROOF | ACID_PROOF
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//wow, lore
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desc = "A hefty lead pipe.\nLead is an uncommon sight in this sector after being phased out due to employee health concerns. \
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\nThose of a more cynical disposition have claimed that the NT lead ban is a scheme to prevent diversion to Syndicate ammunition factories."
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force = 15
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throwforce = 12
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throw_range = 4
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w_class = WEIGHT_CLASS_BULKY
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wound_bonus = 20
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demolition_mod = 1.25
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grind_results = list(/datum/reagent/lead = 20)
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pickup_sound = 'sound/items/handling/lead_pipe/lead_pipe_pickup.ogg'
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drop_sound = 'sound/items/handling/materials/metal_drop.ogg'
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throw_drop_sound = 'sound/items/handling/lead_pipe/lead_pipe_drop.ogg'
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hitsound = 'sound/items/lead_pipe_hit.ogg'
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//A good battery early in the shift. Source of lead & sulfuric acid reagents.
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//Add lead material to this once implemented.
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/obj/item/stock_parts/power_store/cell/lead
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name = "lead-acid battery"
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desc = "A primitive battery. It is quite large and feels unexpectedly heavy."
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icon = 'icons/obj/maintenance_loot.dmi'
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icon_state = "lead_battery"
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force = 10 // double the force of a normal cell
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throwforce = 10
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w_class = WEIGHT_CLASS_NORMAL
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maxcharge = STANDARD_CELL_CHARGE * 60 // initial charge reduced on init
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chargerate = STANDARD_CELL_RATE * 0.3 //charging is about 70% less efficient than lithium batteries.
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emp_damage_modifier = 4 // 15 shots.
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charge_light_type = null
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connector_type = "leadacid"
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grind_results = list(/datum/reagent/lead = 15, /datum/reagent/toxin/acid = 15, /datum/reagent/water = 20)
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//starts partially discharged
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/obj/item/stock_parts/power_store/cell/lead/Initialize(mapload)
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AddElement(/datum/element/update_icon_blocker)
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. = ..()
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var/initial_percent = rand(40, 60) / 100 // 250kJ to 350kJ
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charge = initial_percent * maxcharge
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ADD_TRAIT(src, TRAIT_FISHING_BAIT, INNATE_TRAIT)
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AddComponent(/datum/component/loads_avatar_gear, \
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load_callback = CALLBACK(src, PROC_REF(shockingly_improve_avatar)), \
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)
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// Give our owner shock touch when entering the digital realm
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/obj/item/stock_parts/power_store/cell/lead/proc/shockingly_improve_avatar(mob/living/carbon/human/neo, mob/living/carbon/human/avatar, external_load_flags)
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if(external_load_flags & DOMAIN_FORBIDS_ABILITIES)
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return BITRUNNER_GEAR_LOAD_BLOCKED
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if(!avatar.can_mutate())
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return BITRUNNER_GEAR_LOAD_FAILED
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if(avatar.dna.mutation_in_sequence(/datum/mutation/shock))
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avatar.dna.activate_mutation(/datum/mutation/shock)
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else
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avatar.dna.add_mutation(/datum/mutation/shock, MUTATION_SOURCE_MUTATOR)
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