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Ladies, Gentlemen, Gamers. You're probably wondering why I've called you all here (through the automatic reviewer request system). So, mineral balance! Mineral balance is less a balance and more of a nervous white dude juggling spinning plates on a high-wire on his first day. The fact it hasn't failed after going on this long is a miracle in and of itself. This PR does not change mineral balance. What this does is moves over every individual cost, both in crafting recipes attached to an object over to a define based system. We have 3 defines: `sheet_material_amount=2000` . Stock standard mineral sheet. This being our central mineral unit, this is used for all costs 2000+. `half_sheet_material_amount=1000` . Same as above, but using iron rods as our inbetween for costs of 1000-1999. `small_material_amount=100` . This hits 1-999. This covers... a startlingly large amount of the codebase. It's feast or famine out here in terms of mineral costs as a result, items are either sheets upon sheets, or some fraction of small mats. Shout out to riot darts for being the worst material cost in the game. I will not elaborate. Regardless, this has no functional change, but it sets the groundwork for making future changes to material costs much, MUCH easier, and moves over to a single, standardized set of units to help enforce coding standards on new items, and will bring up lots of uncomfortable balance questions down the line. For now though, this serves as some rough boundaries on how items costs are related, and will make adjusting these values easier going forward. Except for foam darts. I did round up foam darts. Adjusting mineral balance on the macro scale will be as simple as changing the aforementioned mineral defines, where the alternative is a rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~ Items individual numbers have not been adjusted yet, but we can standardize how the conversation can be held and actually GET SOMEWHERE on material balance as opposed to throwing our hands up or ignoring it for another 10 years.
176 lines
6.8 KiB
Plaintext
176 lines
6.8 KiB
Plaintext
/** Materials made from other materials.
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*/
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/datum/material/alloy
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name = "alloy"
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desc = "A material composed of two or more other materials."
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init_flags = NONE
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/// The materials this alloy is made from weighted by their ratios.
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var/list/composition = null
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/// Breakdown flags required to reduce this alloy to its component materials.
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var/req_breakdown_flags = BREAKDOWN_ALLOYS
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/datum/material/alloy/return_composition(amount=1, breakdown_flags)
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if(req_breakdown_flags & !(breakdown_flags & req_breakdown_flags))
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return ..()
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. = list()
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var/list/cached_comp = composition
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for(var/comp_mat in cached_comp)
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var/datum/material/component_material = GET_MATERIAL_REF(comp_mat)
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var/list/component_composition = component_material.return_composition(cached_comp[comp_mat], breakdown_flags)
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for(var/comp_comp_mat in component_composition)
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.[comp_comp_mat] += component_composition[comp_comp_mat] * amount
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/** Plasteel
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*
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* An alloy of iron and plasma.
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* Applies a significant slowdown effect to any and all items that contain it.
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*/
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/datum/material/alloy/plasteel
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name = "plasteel"
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desc = "The heavy duty result of infusing iron with plasma."
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color = "#706374"
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greyscale_colors = "#706374"
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init_flags = MATERIAL_INIT_MAPLOAD
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value_per_unit = 0.135
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strength_modifier = 1.25
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integrity_modifier = 1.5 // Heavy duty.
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armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.1, ENERGY = 1.1, BOMB = 1.5, BIO = 1, FIRE = 1.1, ACID = 1)
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sheet_type = /obj/item/stack/sheet/plasteel
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/iron=1, /datum/material/plasma=1)
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/datum/material/alloy/plasteel/on_applied_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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if(!istype(target_item))
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return
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target_item.slowdown += MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT
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/datum/material/alloy/plasteel/on_removed_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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if(!istype(target_item))
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return
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target_item.slowdown -= MATERIAL_SLOWDOWN_PLASTEEL * amount / SHEET_MATERIAL_AMOUNT
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/** Plastitanium
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*
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* An alloy of titanium and plasma.
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*/
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/datum/material/alloy/plastitanium
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name = "plastitanium"
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desc = "The extremely heat resistant result of infusing titanium with plasma."
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color = "#3a313a"
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greyscale_colors = "#3a313a"
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init_flags = MATERIAL_INIT_MAPLOAD
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value_per_unit = 0.225
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strength_modifier = 0.9 // It's a lightweight alloy.
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integrity_modifier = 1.3
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.4, ENERGY = 1.4, BOMB = 1.1, BIO = 1.2, FIRE = 1.5, ACID = 1)
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sheet_type = /obj/item/stack/sheet/mineral/plastitanium
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/titanium=1, /datum/material/plasma=1)
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/** Plasmaglass
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*
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* An alloy of silicate and plasma.
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*/
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/datum/material/alloy/plasmaglass
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name = "plasmaglass"
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desc = "Plasma-infused silicate. It is much more durable and heat resistant than either of its component materials."
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color = "#ff80f4"
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greyscale_colors = "#ff80f496"
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alpha = 150
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starlight_color = COLOR_STRONG_MAGENTA
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init_flags = MATERIAL_INIT_MAPLOAD
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integrity_modifier = 0.5
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armor_modifiers = list(MELEE = 0.8, BULLET = 0.8, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 1.2, FIRE = 2, ACID = 2)
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sheet_type = /obj/item/stack/sheet/plasmaglass
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shard_type = /obj/item/shard/plasma
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debris_type = /obj/effect/decal/cleanable/glass/plasma
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value_per_unit = 0.075
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/plasma=0.5)
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/** Titaniumglass
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*
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* An alloy of glass and titanium.
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*/
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/datum/material/alloy/titaniumglass
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name = "titanium glass"
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desc = "A specialized silicate-titanium alloy that is commonly used in shuttle windows."
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color = "#cfbee0"
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greyscale_colors = "#cfbee096"
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alpha = 150
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starlight_color = COLOR_COMMAND_BLUE
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init_flags = MATERIAL_INIT_MAPLOAD
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 0.8, ENERGY = 0.8, BOMB = 0.5, BIO = 1.2, FIRE = 0.8, ACID = 2)
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sheet_type = /obj/item/stack/sheet/titaniumglass
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shard_type = /obj/item/shard/titanium
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debris_type = /obj/effect/decal/cleanable/glass/titanium
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value_per_unit = 0.04
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/titanium=0.5)
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/** Plastitanium Glass
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*
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* An alloy of plastitanium and glass.
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*/
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/datum/material/alloy/plastitaniumglass
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name = "plastitanium glass"
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desc = "A specialized silicate-plastitanium alloy."
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color = "#5d3369"
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greyscale_colors = "#5d336996"
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starlight_color = COLOR_CENTCOM_BLUE
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alpha = 150
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init_flags = MATERIAL_INIT_MAPLOAD
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integrity_modifier = 1.1
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1.2, ENERGY = 1.2, BOMB = 0.5, BIO = 1.2, FIRE = 2, ACID = 2)
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sheet_type = /obj/item/stack/sheet/plastitaniumglass
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shard_type = /obj/item/shard/plastitanium
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debris_type = /obj/effect/decal/cleanable/glass/plastitanium
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value_per_unit = 0.125
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/glass=1, /datum/material/alloy/plastitanium=0.5)
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/** Alien Alloy
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*
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* Densified plasteel.
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* Applies a significant slowdown effect to anything that contains it.
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* Anything constructed from it can slowly regenerate.
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*/
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/datum/material/alloy/alien
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name = "alien alloy"
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desc = "An extremely dense alloy similar to plasteel in composition. It requires exotic metallurgical processes to create."
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color = "#6041aa"
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greyscale_colors = "#6041aa"
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init_flags = MATERIAL_INIT_MAPLOAD
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strength_modifier = 1.5 // It's twice the density of plasteel and just as durable. Getting hit with it is going to HURT.
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integrity_modifier = 1.5
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armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 1.2, ENERGY = 1.2, BOMB = 1.5, BIO = 1.2, FIRE = 1.2, ACID = 1.2)
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sheet_type = /obj/item/stack/sheet/mineral/abductor
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value_per_unit = 0.4
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categories = list(MAT_CATEGORY_RIGID=TRUE, MAT_CATEGORY_BASE_RECIPES=TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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composition = list(/datum/material/iron=2, /datum/material/plasma=2)
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/datum/material/alloy/alien/on_applied_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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target_item.AddElement(/datum/element/obj_regen, _rate=0.02) // 2% regen per tick.
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if(!istype(target_item))
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return
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target_item.slowdown += MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT
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/datum/material/alloy/alien/on_removed_obj(obj/item/target_item, amount, material_flags)
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. = ..()
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target_item.RemoveElement(/datum/element/obj_regen, _rate=0.02)
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if(!istype(target_item))
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return
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target_item.slowdown -= MATERIAL_SLOWDOWN_ALIEN_ALLOY * amount / SHEET_MATERIAL_AMOUNT
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