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Bubberstation/code/game/objects/items/maintenance_loot.dm
2024-09-26 19:25:11 +00:00

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//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"
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
//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
grind_results = list(/datum/reagent/lead = 20)
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'
//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"
throwforce = 10
maxcharge = STANDARD_BATTERY_VALUE //decent max charge
chargerate = STANDARD_BATTERY_RATE * 0.3 //charging is about 70% less efficient than lithium batteries.
charge_light_type = null
connector_type = "leadacid"
rating = 2 //Kind of a mid-tier battery
w_class = WEIGHT_CLASS_NORMAL
grind_results = 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(20, 80) / 100
charge = initial_percent * maxcharge
ADD_TRAIT(src, TRAIT_FISHING_BAIT, INNATE_TRAIT)