Fixing conflicts

This commit is contained in:
Cadyn
2020-10-05 18:10:53 -07:00
2080 changed files with 1768339 additions and 30848 deletions

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@@ -31,8 +31,7 @@ other types of metals and chemistry for reagents).
var/time = 10 //How many ticks it requires to build
var/list/category = list() //Primarily used for Mech Fabricators, but can be used for anything.
var/sort_string = "ZZZZZ" //Sorting order
/// Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
var/search_metadata
var/search_metadata // Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
/datum/design/New()
..()

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@@ -632,7 +632,6 @@ CIRCUITS BELOW
build_path = /obj/item/weapon/circuitboard/microwave/advanced
sort_string = "HACAA"
/datum/design/circuit/shield_generator
name = "shield generator"
id = "shield_generator"

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@@ -0,0 +1,27 @@
/datum/design/circuit/microwave/advanced
name = "deluxe microwave"
id = "deluxe microwave"
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5, TECH_BLUESPACE = 4)
build_path = /obj/item/weapon/circuitboard/microwave/advanced
sort_string = "MAAAC"
/datum/design/circuit/mecha/scarab_main
name = "'Scarab' central control"
id = "scarab_main"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/scarab/main
sort_string = "SAAAA"
/datum/design/circuit/mecha/scarab_peri
name = "'scarab' peripherals control"
id = "scarab_peri"
req_tech = list(TECH_DATA = 4)
build_path = /obj/item/weapon/circuitboard/mecha/scarab/peripherals
sort_string = "SAAAB"
/datum/design/circuit/mecha/scarab_targ
name = "'Scarab' weapon control and targeting"
id = "scarab_targ"
req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
build_path = /obj/item/weapon/circuitboard/mecha/scarab/targeting
sort_string = "SAAAC"

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@@ -0,0 +1,13 @@
/datum/design/circuit/teleporter_hub
name = "teleporter hub"
id = "teleporter_hub"
req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2)
build_path = /obj/item/weapon/circuitboard/teleporter_hub
sort_string = "HAAAA"
/datum/design/circuit/teleporter_station
name = "teleporter station"
id = "teleporter_station"
req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2)
build_path = /obj/item/weapon/circuitboard/teleporter_station
sort_string = "HAAAA"

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@@ -30,7 +30,26 @@
materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
build_path = /obj/item/weapon/tool/crowbar/power
sort_string = "NAAAC"
// YW addition begins
/datum/design/item/tool/rpd
name = "Rapid Piping Device (RPD)"
desc = "A device used to rapidly pipe things."
id = "RPD"
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2, TECH_BLUESPACE = 2)
materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100, "diamond" = 500)
build_path = /obj/item/weapon/pipe_dispenser
sort_string = "NAAAB"
/datum/design/item/tool/rms
name = "Rapid Material Synthesizer (RMS)"
desc = "A tool that converts battery charge to materials."
id = "RMS"
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_BLUESPACE = 3)
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500, "silver" = 300, "phoron" = 300, "diamond" = 500) //Probably change the price in the future just put something for now
build_path = /obj/item/weapon/rms
sort_string = "NAAAB"
// YW addition end
// Other devices
/datum/design/item/engineering/AssembleDesignName()
@@ -71,4 +90,4 @@
req_tech = list(TECH_ENGINEERING = 2)
materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100)
build_path = /obj/item/device/analyzer
sort_string = "NBABA"
sort_string = "NBABA"

View File

@@ -88,6 +88,34 @@
build_path = /obj/item/device/healthanalyzer/improved
sort_string = "KBAAB"
//YAWN changes
/datum/design/item/medical/advanced_analyzer
name = "advanced health analyzer"
desc = "A prototype version of the improved health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels, and neurological analysis suites"
id = "advanced_analyzer"
req_tech = list(TECH_MAGNET = 6, TECH_BIO = 7, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1250, "gold" = 1750, "uranium" = 1000, "plastic" = 500)
build_path = /obj/item/device/healthanalyzer/advanced
sort_string = "KBAAC"
/datum/design/item/medical/phasic_analyzer
name = "phasic health analyzer"
desc = "A prototype version of the advanced health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels, and neurological analysis suites. This analyzer even picks up chemicals in the patient's stomach."
id = "phasic_analyzer"
req_tech = list(TECH_MAGNET = 7, TECH_BIO = 8, TECH_BLUESPACE = 6, TECH_PHORON = 5)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1500, "gold" = 2000, "uranium" = 1250, "diamond" = 750, "phoron" = 500, "plastic" = 1000, "osmium" = 500)
build_path = /obj/item/device/healthanalyzer/phasic
sort_string = "KBAAD"
/datum/design/item/medical/large_bodybag
desc = "A massive body bag made with bluespace tech."
id = "large_bodybag"
req_tech = list( TECH_ENGINEERING = 3, TECH_BIO = 5, TECH_BLUESPACE = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3500, "glass" = 500, "phoron" = 4000, "plastic" = 18000) //2 phoron and 9 plastic sheets.
build_path = /obj/item/bodybag/large
sort_string = "KCAAB" //To be under the roller bed
//End of YAWN changes
/datum/design/item/medical/advanced_roller
name = "advanced roller bed"
desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system."
@@ -95,4 +123,4 @@
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000)
build_path = /obj/item/roller/adv
sort_string = "KCAAA"
sort_string = "KCAAA"

View File

@@ -30,7 +30,9 @@
build_path = /obj/item/weapon/reagent_containers/hypospray/science
sort_string = "KCAVB"
// ML-3M medigun and cells
// CH edit - turns ML3M to NERD, removes some overtuned cells.
/datum/design/item/medical/cell_based/AssembleDesignName()
..()
name = "Cell-based medical prototype ([item_name])"
@@ -121,7 +123,7 @@
name = "BRUTE-II"
id = "ml3m_cell_brute2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 4000)
build_path = /obj/item/ammo_casing/microbattery/medical/brute2
sort_string = "KVCCA"
@@ -129,7 +131,7 @@
name = "BURN-II"
id = "ml3m_cell_burn2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 4000)
build_path = /obj/item/ammo_casing/microbattery/medical/burn2
sort_string = "KVCCB"
@@ -137,7 +139,7 @@
name = "STABILIZE-II"
id = "ml3m_cell_stabilize2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 1000)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 4000)
build_path = /obj/item/ammo_casing/microbattery/medical/stabilize2
sort_string = "KVCCC"
@@ -145,7 +147,7 @@
name = "OMNI-II"
id = "ml3m_cell_omni2"
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 4000)
build_path = /obj/item/ammo_casing/microbattery/medical/omni2
sort_string = "KVCCD"
@@ -155,10 +157,10 @@
name = "TOXIN-II"
id = "ml3m_cell_toxin2"
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000, "silver" = 1000, "diamond" = 500)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 4000, "silver" = 4000, "diamond" = 2000)
build_path = /obj/item/ammo_casing/microbattery/medical/toxin2
sort_string = "KVCDA"
/*
/datum/design/item/ml3m_cell/haste
name = "HASTE"
id = "ml3m_cell_haste"
@@ -174,7 +176,7 @@
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "uranium" = 1000, "diamond" = 1000)
build_path = /obj/item/ammo_casing/microbattery/medical/resist
sort_string = "KVCDC"
*/
/datum/design/item/ml3m_cell/corpse_mend
name = "CORPSE MEND"
id = "ml3m_cell_corpse_mend"
@@ -184,7 +186,7 @@
sort_string = "KVCDD"
//Tier 4
/*
/datum/design/item/ml3m_cell/brute3
name = "BRUTE-III"
id = "ml3m_cell_brute3"
@@ -241,4 +243,5 @@
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
build_path = /obj/item/ammo_casing/microbattery/medical/normalsize
sort_string = "KVCOC"
sort_string = "KVCOC"
*/

View File

@@ -62,11 +62,41 @@
category = list("Misc")
sort_string = "BAABA"
/datum/design/item/powercell/weapon
name = "weapon"
//Yawn changes
/datum/design/item/powercell/advance_device
name = "device, advanced"
build_type = PROTOLATHE
id = "weapon"
id = "advance_device"
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
build_path = /obj/item/weapon/cell/device/weapon
category = list("Misc")
sort_string = "BAABB"
sort_string = "BAABB"
/datum/design/item/powercell/super_device
name = "device, super"
id = "super_device"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70, "gold" = 50, "silver" = 20,)
build_path = /obj/item/weapon/cell/device/super
category = list("Misc")
sort_string = "BAABC"
/datum/design/item/powercell/hype_device
name = "device, hyper"
id = "hyper_device"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
materials = list(DEFAULT_WALL_MATERIAL = 1400, "glass" = 1400, "gold" = 150, "silver" = 150)
build_path = /obj/item/weapon/cell/device/hyper
category = list("Misc")
sort_string = "BAABD"
/datum/design/item/powercell/omni_device
name = "device, omni"
req_tech = list(TECH_POWER = 8, TECH_MATERIAL = 7, TECH_ARCANE = 2, TECH_PHORON = 4, TECH_PRECURSOR = 2)
build_type = PROTOLATHE
id = "omni-device"
materials = list(DEFAULT_WALL_MATERIAL = 1700, "glass" = 550, MAT_DURASTEEL = 230, MAT_MORPHIUM = 320, MAT_METALHYDROGEN = 600, MAT_URANIUM = 60, MAT_VERDANTIUM = 150, MAT_PHORON = 900)
build_path = /obj/item/weapon/cell/device/weapon/recharge/alien/omni
category = list("Misc")
sort_string = "BAABE"
//End of Yawn add

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@@ -1,257 +1,257 @@
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list("gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"
/datum/design/item/weapon/AssembleDesignName()
..()
name = "Weapon prototype ([item_name])"
/datum/design/item/weapon/ammo/AssembleDesignName()
..()
name = "Weapon ammo prototype ([item_name])"
/datum/design/item/weapon/AssembleDesignDesc()
if(!desc)
if(build_path)
var/obj/item/I = build_path
desc = initial(I.desc)
..()
// Energy weapons
/datum/design/item/weapon/energy/AssembleDesignName()
..()
name = "Energy weapon prototype ([item_name])"
/datum/design/item/weapon/energy/stunrevolver
id = "stunrevolver"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/stunrevolver
sort_string = "MAAAA"
/datum/design/item/weapon/energy/nuclear_gun
id = "nuclear_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/gun/nuclear
sort_string = "MAAAB"
/datum/design/item/weapon/energy/phoronpistol
id = "ppistol"
req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
build_path = /obj/item/weapon/gun/energy/toxgun
sort_string = "MAAAC"
/datum/design/item/weapon/energy/lasercannon
desc = "The lasing medium of this prototype is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core."
id = "lasercannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
build_path = /obj/item/weapon/gun/energy/lasercannon
sort_string = "MAAAD"
/datum/design/item/weapon/energy/decloner
id = "decloner"
req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
materials = list("gold" = 5000,"uranium" = 10000)
build_path = /obj/item/weapon/gun/energy/decloner
sort_string = "MAAAE"
/datum/design/item/weapon/energy/temp_gun
desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
id = "temp_gun"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
build_path = /obj/item/weapon/gun/energy/temperature
sort_string = "MAAAF"
/datum/design/item/weapon/energy/flora_gun
id = "flora_gun"
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
build_path = /obj/item/weapon/gun/energy/floragun
sort_string = "MAAAG"
// Ballistic weapons
/datum/design/item/weapon/ballistic/AssembleDesignName()
..()
name = "Ballistic weapon prototype ([item_name])"
/datum/design/item/weapon/ballistic/advanced_smg
id = "smg"
desc = "An advanced 9mm SMG with a reflective laser optic."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
sort_string = "MABAA"
// Ballistic ammo
/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
..()
name = "Ballistic weapon ammo prototype ([name])"
/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
name = "9mm magazine"
id = "ammo_9mm"
desc = "A 21 round magazine for an advanced 9mm SMG."
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
build_path = /obj/item/ammo_magazine/m9mmAdvanced
sort_string = "MABBA"
/datum/design/item/weapon/ballistic/ammo/stunshell
name = "stun shells"
desc = "A stunning shell for a shotgun."
id = "stunshell"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/storage/box/stunshells
sort_string = "MABBB"
/datum/design/item/weapon/ballistic/ammo/empshell
name = "emp shells"
desc = "An electromagnetic shell for a shotgun."
id = "empshell"
req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
build_path = /obj/item/weapon/storage/box/empshells
sort_string = "MABBC"
// Phase weapons
/datum/design/item/weapon/phase/AssembleDesignName()
..()
name = "Phase weapon prototype ([item_name])"
/* //VOREStation Removal Start
/datum/design/item/weapon/phase/phase_pistol
id = "phasepistol"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 4000)
build_path = /obj/item/weapon/gun/energy/phasegun/pistol
sort_string = "MACAA"
/datum/design/item/weapon/phase/phase_carbine
id = "phasecarbine"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
build_path = /obj/item/weapon/gun/energy/phasegun
sort_string = "MACAB"
/datum/design/item/weapon/phase/phase_rifle
id = "phaserifle"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
build_path = /obj/item/weapon/gun/energy/phasegun/rifle
sort_string = "MACAC"
/datum/design/item/weapon/phase/phase_cannon
id = "phasecannon"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
build_path = /obj/item/weapon/gun/energy/phasegun/cannon
sort_string = "MACAD"
*/ //VOREStation Removal End
// Other weapons
/datum/design/item/weapon/rapidsyringe
id = "rapidsyringe"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
sort_string = "MADAA"
/datum/design/item/weapon/dartgun
desc = "A gun that fires small hollow chemical-payload darts."
id = "dartgun_r"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
build_path = /obj/item/weapon/gun/projectile/dartgun/research
sort_string = "MADAB"
/datum/design/item/weapon/chemsprayer
desc = "An advanced chem spraying device."
id = "chemsprayer"
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
sort_string = "MADAC"
/datum/design/item/weapon/fuelrod
id = "fuelrod_gun"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
build_path = /obj/item/weapon/gun/magnetic/fuelrod
sort_string = "MADAD"
// Ammo for those
/datum/design/item/weapon/ammo/dartgunmag_small
id = "dartgun_mag_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
build_path = /obj/item/ammo_magazine/chemdart/small
sort_string = "MADBA"
/datum/design/item/weapon/ammo/dartgun_ammo_small
id = "dartgun_ammo_s"
req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
build_path = /obj/item/ammo_casing/chemdart/small
sort_string = "MADBB"
/datum/design/item/weapon/ammo/dartgunmag_med
id = "dartgun_mag_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
build_path = /obj/item/ammo_magazine/chemdart
sort_string = "MADBC"
/datum/design/item/weapon/ammo/dartgun_ammo_med
id = "dartgun_ammo_m"
req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
build_path = /obj/item/ammo_casing/chemdart
sort_string = "MADBD"
/datum/design/item/weapon/ammo/flechette
id = "magnetic_ammo"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
build_path = /obj/item/weapon/magnetic_ammo
sort_string = "MADBE"
// Melee weapons
/datum/design/item/weapon/melee/AssembleDesignName()
..()
name = "Melee weapon prototype ([item_name])"
/datum/design/item/weapon/melee/esword
name = "Portable Energy Blade"
id = "chargesword"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/sword/charge
sort_string = "MBAAA"
/datum/design/item/weapon/melee/eaxe
name = "Energy Axe"
id = "chargeaxe"
req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
build_path = /obj/item/weapon/melee/energy/axe/charge
sort_string = "MBAAB"
// Grenade stuff
/datum/design/item/weapon/grenade/AssembleDesignName()
..()
name = "Grenade casing prototype ([item_name])"
/datum/design/item/weapon/grenade/large_grenade
id = "large_Grenade"
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000)
build_path = /obj/item/weapon/grenade/chem_grenade/large
sort_string = "MCAAA"

View File

@@ -0,0 +1,8 @@
//Misc weapons
/datum/design/item/weapon/gun/launcher/confetti_cannon
desc = "Stuff it with paper and shoot! You'll be a hit at every party."
id = "confetti_cannon"
req_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000)
build_path = /obj/item/weapon/gun/launcher/confetti_cannon
sort_string = "MAAVD"

View File

@@ -74,6 +74,7 @@
sort_string = "MAAUC"
// NSFW gun and cells
/*
/datum/design/item/weapon/cell_based/AssembleDesignName()
..()
name = "Cell-based weapon prototype ([item_name])"
@@ -145,8 +146,11 @@
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000, "phoron" = 1000)
build_path = /obj/item/ammo_casing/microbattery/combat/xray
sort_string = "MAVCF"
*/
/datum/design/item/nsfw_cell/stripper
// Who the fuck thought this was a good idea? -RadiantFlash
/*/datum/design/item/nsfw_cell/stripper
name = "STRIPPER"
id = "nsfw_cell_stripper"
req_tech = list(TECH_MATERIAL = 7, TECH_BIO = 4, TECH_POWER = 4, TECH_COMBAT = 4, TECH_ILLEGAL = 5)
@@ -154,6 +158,8 @@
build_path = /obj/item/ammo_casing/microbattery/combat/stripper
sort_string = "MAVCG"
None of these for now, too. -DHA */
/*
/datum/design/item/nsfw_cell/final
name = "FINAL OPTION"

View File

@@ -0,0 +1,7 @@
/datum/design/item/weapon/energy/hunter
name = "Hybrid 'Hunter' net gun"
id = "huntergun"
req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 6, TECH_MAGNET = 4)
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 3000, "silver" = 1000)
build_path = /obj/item/weapon/gun/energy/hunter
sort_string = "MAAVC"

View File

@@ -747,7 +747,7 @@
name = "Ripley Leg Actuator Overdrive"
desc = "System enhancements and overdrives to make a mech's legs move faster."
id = "mech_speedboost_ripley"
req_tech = list( TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4, TECH_ENGINEERING = 4)
materials = list(DEFAULT_WALL_MATERIAL = 10000, "silver" = 1000, "gold" = 1000)
build_path = /obj/item/mecha_parts/mecha_equipment/speedboost

View File

@@ -0,0 +1,59 @@
/datum/design/item/mecha/phoron_bore
name = "PB-23 \"Phobos\" Phoron Bore"
category = list("Exosuit Equipment")
id ="mech_phoron_bore"
req_tech = list(TECH_POWER = 5, TECH_PHORON = 5, TECH_MATERIAL = 5)
materials = list(MAT_PLASTEEL = 4000, "phoron" = 10000, "silver" = 2000)
build_path =/obj/item/mecha_parts/mecha_equipment/weapon/phoron_bore
/datum/design/item/mechfab/scarab
category = list("Scarab")
/datum/design/item/mechfab/scarab/chassis
name = "Scarab Chassis"
id = "scarab_chassis"
build_path = /obj/item/mecha_parts/chassis/scarab
time = 10
materials = list(DEFAULT_WALL_MATERIAL = 15000)
/datum/design/item/mechfab/scarab/torso
name = "Scarab Torso"
id = "scarab_torso"
build_path = /obj/item/mecha_parts/part/scarab_torso
time = 30
materials = list(DEFAULT_WALL_MATERIAL = 30000, "glass" = 10000)
/datum/design/item/mechfab/scarab/head
name = "Scarab Head"
id = "scarab_head"
build_path = /obj/item/mecha_parts/part/scarab_head
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 5000)
/datum/design/item/mechfab/scarab/left_arm
name = "Scarab Left Arm"
id = "scarab_left_arm"
build_path = /obj/item/mecha_parts/part/scarab_left_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 10000)
/datum/design/item/mechfab/scarab/right_arm
name = "Scarab Right Arm"
id = "scarab_right_arm"
build_path = /obj/item/mecha_parts/part/scarab_right_arm
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 10000)
/datum/design/item/mechfab/scarab/left_leg
name = "Scarab Left Legs"
id = "scarab_left_legs"
build_path = /obj/item/mecha_parts/part/scarab_left_legs
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 30000)
/datum/design/item/mechfab/scarab/right_leg
name = "Scarab Right Legs"
id = "scarab_right_legs"
build_path = /obj/item/mecha_parts/part/scarab_right_legs
time = 20
materials = list(DEFAULT_WALL_MATERIAL = 30000)