mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Fixing conflicts
This commit is contained in:
@@ -31,8 +31,7 @@ other types of metals and chemistry for reagents).
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var/time = 10 //How many ticks it requires to build
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var/list/category = list() //Primarily used for Mech Fabricators, but can be used for anything.
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var/sort_string = "ZZZZZ" //Sorting order
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/// Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
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var/search_metadata
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var/search_metadata // Optional string that interfaces can use as part of search filters. See- item/borg/upgrade/ai and the Exosuit Fabs.
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/datum/design/New()
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..()
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@@ -632,7 +632,6 @@ CIRCUITS BELOW
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build_path = /obj/item/weapon/circuitboard/microwave/advanced
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sort_string = "HACAA"
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/datum/design/circuit/shield_generator
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name = "shield generator"
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id = "shield_generator"
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27
code/modules/research/designs/circuits/circuits_ch.dm
Normal file
27
code/modules/research/designs/circuits/circuits_ch.dm
Normal file
@@ -0,0 +1,27 @@
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/datum/design/circuit/microwave/advanced
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name = "deluxe microwave"
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id = "deluxe microwave"
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req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5, TECH_BLUESPACE = 4)
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build_path = /obj/item/weapon/circuitboard/microwave/advanced
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sort_string = "MAAAC"
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/datum/design/circuit/mecha/scarab_main
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name = "'Scarab' central control"
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id = "scarab_main"
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req_tech = list(TECH_DATA = 4)
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build_path = /obj/item/weapon/circuitboard/mecha/scarab/main
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sort_string = "SAAAA"
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/datum/design/circuit/mecha/scarab_peri
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name = "'scarab' peripherals control"
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id = "scarab_peri"
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req_tech = list(TECH_DATA = 4)
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build_path = /obj/item/weapon/circuitboard/mecha/scarab/peripherals
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sort_string = "SAAAB"
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/datum/design/circuit/mecha/scarab_targ
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name = "'Scarab' weapon control and targeting"
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id = "scarab_targ"
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req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
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build_path = /obj/item/weapon/circuitboard/mecha/scarab/targeting
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sort_string = "SAAAC"
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13
code/modules/research/designs/circuits/circuits_yw.dm
Normal file
13
code/modules/research/designs/circuits/circuits_yw.dm
Normal file
@@ -0,0 +1,13 @@
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/datum/design/circuit/teleporter_hub
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name = "teleporter hub"
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id = "teleporter_hub"
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req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2)
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build_path = /obj/item/weapon/circuitboard/teleporter_hub
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sort_string = "HAAAA"
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/datum/design/circuit/teleporter_station
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name = "teleporter station"
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id = "teleporter_station"
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req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 2)
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build_path = /obj/item/weapon/circuitboard/teleporter_station
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sort_string = "HAAAA"
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@@ -30,7 +30,26 @@
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materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
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build_path = /obj/item/weapon/tool/crowbar/power
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sort_string = "NAAAC"
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// YW addition begins
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/datum/design/item/tool/rpd
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name = "Rapid Piping Device (RPD)"
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desc = "A device used to rapidly pipe things."
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id = "RPD"
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req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2, TECH_BLUESPACE = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100, "diamond" = 500)
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build_path = /obj/item/weapon/pipe_dispenser
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sort_string = "NAAAB"
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/datum/design/item/tool/rms
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name = "Rapid Material Synthesizer (RMS)"
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desc = "A tool that converts battery charge to materials."
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id = "RMS"
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req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 3, TECH_BLUESPACE = 3)
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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
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build_path = /obj/item/weapon/rms
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sort_string = "NAAAB"
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// YW addition end
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// Other devices
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/datum/design/item/engineering/AssembleDesignName()
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@@ -71,4 +90,4 @@
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req_tech = list(TECH_ENGINEERING = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100)
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build_path = /obj/item/device/analyzer
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sort_string = "NBABA"
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sort_string = "NBABA"
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@@ -88,6 +88,34 @@
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build_path = /obj/item/device/healthanalyzer/improved
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sort_string = "KBAAB"
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//YAWN changes
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/datum/design/item/medical/advanced_analyzer
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name = "advanced health analyzer"
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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"
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id = "advanced_analyzer"
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req_tech = list(TECH_MAGNET = 6, TECH_BIO = 7, TECH_PHORON = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1250, "gold" = 1750, "uranium" = 1000, "plastic" = 500)
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build_path = /obj/item/device/healthanalyzer/advanced
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sort_string = "KBAAC"
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/datum/design/item/medical/phasic_analyzer
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name = "phasic health analyzer"
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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."
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id = "phasic_analyzer"
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req_tech = list(TECH_MAGNET = 7, TECH_BIO = 8, TECH_BLUESPACE = 6, TECH_PHORON = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1500, "gold" = 2000, "uranium" = 1250, "diamond" = 750, "phoron" = 500, "plastic" = 1000, "osmium" = 500)
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build_path = /obj/item/device/healthanalyzer/phasic
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sort_string = "KBAAD"
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/datum/design/item/medical/large_bodybag
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desc = "A massive body bag made with bluespace tech."
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id = "large_bodybag"
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req_tech = list( TECH_ENGINEERING = 3, TECH_BIO = 5, TECH_BLUESPACE = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 3500, "glass" = 500, "phoron" = 4000, "plastic" = 18000) //2 phoron and 9 plastic sheets.
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build_path = /obj/item/bodybag/large
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sort_string = "KCAAB" //To be under the roller bed
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//End of YAWN changes
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/datum/design/item/medical/advanced_roller
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name = "advanced roller bed"
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desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system."
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@@ -95,4 +123,4 @@
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req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000)
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build_path = /obj/item/roller/adv
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sort_string = "KCAAA"
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sort_string = "KCAAA"
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@@ -30,7 +30,9 @@
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build_path = /obj/item/weapon/reagent_containers/hypospray/science
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sort_string = "KCAVB"
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// ML-3M medigun and cells
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// CH edit - turns ML3M to NERD, removes some overtuned cells.
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/datum/design/item/medical/cell_based/AssembleDesignName()
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..()
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name = "Cell-based medical prototype ([item_name])"
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@@ -121,7 +123,7 @@
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name = "BRUTE-II"
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id = "ml3m_cell_brute2"
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req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 4000)
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build_path = /obj/item/ammo_casing/microbattery/medical/brute2
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sort_string = "KVCCA"
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@@ -129,7 +131,7 @@
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name = "BURN-II"
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id = "ml3m_cell_burn2"
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req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 4000)
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build_path = /obj/item/ammo_casing/microbattery/medical/burn2
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sort_string = "KVCCB"
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@@ -137,7 +139,7 @@
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name = "STABILIZE-II"
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id = "ml3m_cell_stabilize2"
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req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 4000)
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build_path = /obj/item/ammo_casing/microbattery/medical/stabilize2
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sort_string = "KVCCC"
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@@ -145,7 +147,7 @@
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name = "OMNI-II"
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id = "ml3m_cell_omni2"
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req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 4000)
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build_path = /obj/item/ammo_casing/microbattery/medical/omni2
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sort_string = "KVCCD"
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@@ -155,10 +157,10 @@
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name = "TOXIN-II"
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id = "ml3m_cell_toxin2"
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req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000, "silver" = 1000, "diamond" = 500)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 4000, "silver" = 4000, "diamond" = 2000)
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build_path = /obj/item/ammo_casing/microbattery/medical/toxin2
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sort_string = "KVCDA"
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/*
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/datum/design/item/ml3m_cell/haste
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name = "HASTE"
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id = "ml3m_cell_haste"
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@@ -174,7 +176,7 @@
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "uranium" = 1000, "diamond" = 1000)
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build_path = /obj/item/ammo_casing/microbattery/medical/resist
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sort_string = "KVCDC"
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*/
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/datum/design/item/ml3m_cell/corpse_mend
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name = "CORPSE MEND"
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id = "ml3m_cell_corpse_mend"
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@@ -184,7 +186,7 @@
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sort_string = "KVCDD"
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//Tier 4
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/*
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/datum/design/item/ml3m_cell/brute3
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name = "BRUTE-III"
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id = "ml3m_cell_brute3"
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@@ -241,4 +243,5 @@
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req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
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build_path = /obj/item/ammo_casing/microbattery/medical/normalsize
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sort_string = "KVCOC"
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sort_string = "KVCOC"
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*/
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@@ -62,11 +62,41 @@
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category = list("Misc")
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sort_string = "BAABA"
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/datum/design/item/powercell/weapon
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name = "weapon"
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//Yawn changes
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/datum/design/item/powercell/advance_device
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name = "device, advanced"
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build_type = PROTOLATHE
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id = "weapon"
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id = "advance_device"
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materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
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build_path = /obj/item/weapon/cell/device/weapon
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category = list("Misc")
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sort_string = "BAABB"
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sort_string = "BAABB"
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/datum/design/item/powercell/super_device
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name = "device, super"
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id = "super_device"
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req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70, "gold" = 50, "silver" = 20,)
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build_path = /obj/item/weapon/cell/device/super
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category = list("Misc")
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sort_string = "BAABC"
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/datum/design/item/powercell/hype_device
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name = "device, hyper"
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id = "hyper_device"
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req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 1400, "glass" = 1400, "gold" = 150, "silver" = 150)
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build_path = /obj/item/weapon/cell/device/hyper
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category = list("Misc")
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sort_string = "BAABD"
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/datum/design/item/powercell/omni_device
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name = "device, omni"
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req_tech = list(TECH_POWER = 8, TECH_MATERIAL = 7, TECH_ARCANE = 2, TECH_PHORON = 4, TECH_PRECURSOR = 2)
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build_type = PROTOLATHE
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id = "omni-device"
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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)
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build_path = /obj/item/weapon/cell/device/weapon/recharge/alien/omni
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category = list("Misc")
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||||
sort_string = "BAABE"
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||||
//End of Yawn add
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||||
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||||
@@ -1,257 +1,257 @@
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/datum/design/item/weapon/AssembleDesignName()
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..()
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||||
name = "Weapon prototype ([item_name])"
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||||
/datum/design/item/weapon/ammo/AssembleDesignName()
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..()
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||||
name = "Weapon ammo prototype ([item_name])"
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||||
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/datum/design/item/weapon/AssembleDesignDesc()
|
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if(!desc)
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if(build_path)
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var/obj/item/I = build_path
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desc = initial(I.desc)
|
||||
..()
|
||||
|
||||
// Energy weapons
|
||||
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||||
/datum/design/item/weapon/energy/AssembleDesignName()
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||||
..()
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||||
name = "Energy weapon prototype ([item_name])"
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||||
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||||
/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
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||||
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"
|
||||
|
||||
8
code/modules/research/designs/weapons_ch.dm
Normal file
8
code/modules/research/designs/weapons_ch.dm
Normal 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"
|
||||
@@ -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"
|
||||
|
||||
7
code/modules/research/designs/weapons_yw.dm
Normal file
7
code/modules/research/designs/weapons_yw.dm
Normal 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"
|
||||
@@ -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
|
||||
|
||||
|
||||
59
code/modules/research/mechfab_designs_ch.dm
Normal file
59
code/modules/research/mechfab_designs_ch.dm
Normal 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)
|
||||
Reference in New Issue
Block a user