Files
Bubberstation/code/game/objects/items/maintenance_loot.dm
LT3 d527b51d9c Fix lead acid cell being rated as megacell (#88734)
## About The Pull Request

Fixes lead acid battery being overlooked in the split between cell and
megacell. It still remains a very good battery fitting of being rare
maintenance loot, but it's no longer equivalent to several bluespace
cells combined.

It is a cell with a maximum charge of 600kJ, more than a bluespace cell,
but a lower charge rate and no charge indicator.

It spawns with 250kJ to 350kJ in starting charge, between super and
hyper.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/88573

## Changelog

🆑 LT3
fix: Fixed lead acid cell having extremely high max charge
/🆑
2024-12-27 23:19:31 -08:00

52 lines
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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"
icon_angle = -45
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"
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.
charge_light_type = null
connector_type = "leadacid"
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(40, 60) / 100 // 250kJ to 350kJ
charge = initial_percent * maxcharge
ADD_TRAIT(src, TRAIT_FISHING_BAIT, INNATE_TRAIT)