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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
142 lines
5.4 KiB
Plaintext
142 lines
5.4 KiB
Plaintext
/obj/item/wrench
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name = "wrench"
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desc = "A wrench with common uses. Can be found in your hand."
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icon = 'icons/obj/tools.dmi'
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icon_state = "wrench"
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inhand_icon_state = "wrench"
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worn_icon_state = "wrench"
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icon_angle = -135
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lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 5
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throwforce = 7
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demolition_mod = 1.25
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/tools/ratchet.ogg'
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operating_sound = list('sound/items/tools/ratchet_fast.ogg', 'sound/items/tools/ratchet_slow.ogg')
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*1.5)
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drop_sound = 'sound/items/handling/tools/wrench_drop.ogg'
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pickup_sound = 'sound/items/handling/tools/wrench_pickup.ogg'
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attack_verb_continuous = list("bashes", "batters", "bludgeons", "whacks")
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attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
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tool_behaviour = TOOL_WRENCH
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toolspeed = 1
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armor_type = /datum/armor/item_wrench
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/datum/armor/item_wrench
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fire = 50
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acid = 30
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/obj/item/wrench/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/falling_hazard, damage = force, wound_bonus = wound_bonus, hardhat_safety = TRUE, crushes = FALSE, impact_sound = hitsound)
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/obj/item/wrench/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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playsound(loc, 'sound/items/weapons/genhit.ogg', 50, TRUE, -1)
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return BRUTELOSS
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/obj/item/wrench/abductor
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name = "alien wrench"
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desc = "A polarized wrench. It causes anything placed between the jaws to turn."
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icon = 'icons/obj/antags/abductor.dmi'
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inside_belt_icon_state = "wrench_alien"
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icon_angle = -135
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custom_materials = list(/datum/material/iron =SHEET_MATERIAL_AMOUNT * 2.5, /datum/material/silver = SHEET_MATERIAL_AMOUNT*1.25, /datum/material/plasma =HALF_SHEET_MATERIAL_AMOUNT, /datum/material/titanium =SHEET_MATERIAL_AMOUNT, /datum/material/diamond =SHEET_MATERIAL_AMOUNT)
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usesound = 'sound/effects/empulse.ogg'
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toolspeed = 0.1
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/obj/item/wrench/medical
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name = "medical wrench"
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desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
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icon_state = "wrench_medical"
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inhand_icon_state = "wrench_medical"
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force = 2 //MEDICAL
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throwforce = 4
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attack_verb_continuous = list("heals", "medicals", "taps", "pokes", "analyzes") //"cobbyed"
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attack_verb_simple = list("heal", "medical", "tap", "poke", "analyze")
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///var to hold the name of the person who suicided
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var/suicider
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/obj/item/wrench/medical/examine(mob/user)
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. = ..()
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if(suicider)
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. += span_notice("For some reason, it reminds you of [suicider].")
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/obj/item/wrench/medical/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is praying to the medical wrench to take [user.p_their()] soul. It looks like [user.p_theyre()] trying to commit suicide!"))
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user.Stun(100, ignore_canstun = TRUE)// Stun stops them from wandering off
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user.set_light_color(COLOR_VERY_SOFT_YELLOW)
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user.set_light(2)
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user.add_overlay(mutable_appearance('icons/mob/effects/genetics.dmi', "servitude", -MUTATIONS_LAYER))
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playsound(loc, 'sound/effects/pray.ogg', 50, TRUE, -1)
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// Let the sound effect finish playing
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add_fingerprint(user)
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sleep(2 SECONDS)
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if(!user)
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return
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for(var/obj/item/suicide_wrench in user)
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user.dropItemToGround(suicide_wrench)
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suicider = user.real_name
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user.dust()
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return OXYLOSS
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/obj/item/wrench/cyborg
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name = "hydraulic wrench"
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desc = "An advanced robotic wrench, powered by internal hydraulics. Twice as fast as the handheld version."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "toolkit_engiborg_wrench"
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icon_angle = 0
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toolspeed = 0.5
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/obj/item/wrench/combat
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name = "combat wrench"
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desc = "It's like a normal wrench but edgier. Can be found on the battlefield."
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icon_state = "wrench_combat"
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inhand_icon_state = "wrench_combat"
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inside_belt_icon_state = "wrench_combat"
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icon_angle = -90
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attack_verb_continuous = list("devastates", "brutalizes", "commits a war crime against", "obliterates", "humiliates")
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attack_verb_simple = list("devastate", "brutalize", "commit a war crime against", "obliterate", "humiliate")
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tool_behaviour = null
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/obj/item/wrench/combat/Initialize(mapload)
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. = ..()
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AddComponent( \
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/datum/component/transforming, \
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force_on = 6, \
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throwforce_on = 8, \
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hitsound_on = hitsound, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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clumsy_check = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Gives it wrench behaviors when active.
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*/
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/obj/item/wrench/combat/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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tool_behaviour = active ? TOOL_WRENCH : initial(tool_behaviour)
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if(user)
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balloon_alert(user, "[name] [active ? "active, woe!":"restrained"]")
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playsound(src, active ? 'sound/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 5, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/wrench/bolter
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name = "bolter wrench"
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desc = "A wrench designed to grab into airlock's bolting system and raise it regardless of the airlock's power status."
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icon_state = "bolter_wrench"
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inhand_icon_state = "bolter_wrench"
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icon_angle = -90
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT)
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