Merge pull request #4264 from CHOMPStation2/power-cell-restoration

Restore power cell sprite to "V2" and add cells to protolathe
This commit is contained in:
Razgriz
2022-05-18 14:51:27 -07:00
committed by GitHub
12 changed files with 724 additions and 10 deletions
+3 -3
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@@ -5,8 +5,8 @@
/obj/item/weapon/cell
name = "power cell"
desc = "A rechargable electrochemical power cell."
icon = 'icons/obj/power_cells.dmi'
icon_state = "standard"
icon = 'modular_chomp/icons/obj/power_cells.dmi' //CHOMP Edit using modular folders now
icon_state = "b_st" //CHOMP Edit
item_state = "cell"
origin_tech = list(TECH_POWER = 1)
force = 5.0
@@ -258,4 +258,4 @@
if (1000 to 50000-1)
return min(rand(10,20),rand(10,20))
else
return 0
return 0
+1
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@@ -1,3 +1,4 @@
//CHOMP Disabled in DME in favor of modular_chomp folder
/*
* Device
*/
+1 -1
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@@ -1,4 +1,4 @@
//CHOMP Disabled in DME in favor of modular_chomp folder
//The device cell
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell (device)"
+1 -1
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@@ -1,4 +1,4 @@
//CHOMP Disabled in DME in favor of modular_chomp folder
/obj/item/weapon/cell/spike
name = "modified power cell"
desc = "A modified power cell sitting in a highly conductive chassis."
+1
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@@ -1,3 +1,4 @@
//CHOMP Disabled in DME in favor of modular_chomp folder
/*
* Crap
*/
@@ -1,3 +1,4 @@
//CHOMP Disabled in DME in favor of modular_chomp folder
/datum/design/item/powercell
build_type = PROTOLATHE | MECHFAB
@@ -0,0 +1,234 @@
/*
* Device
*/
/obj/item/weapon/cell/device
name = "device power cell"
desc = "A small power cell designed to power handheld devices."
icon = 'modular_chomp/icons/obj/power_cells.dmi'
icon_state = "m_st"
item_state = "egg6"
w_class = ITEMSIZE_SMALL
force = 0
throw_speed = 5
throw_range = 7
maxcharge = 480
charge_amount = 5
matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
preserve_item = 1
/obj/item/weapon/cell/device/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* EMP Proof Device
*/
/obj/item/weapon/cell/device/empproof
name = "shielded device power cell"
desc = "A small power cell designed to power handheld devices. Shielded from EMPs."
icon_state = "s_st"
matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
emp_proof = TRUE
origin_tech = list(TECH_POWER = 3)
/obj/item/weapon/cell/device/empproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Weapon
*/
/obj/item/weapon/cell/device/weapon
name = "advanced device power cell" //This was a yawn change. I quite like this, makes more sense.
desc = "A small upgraded power cell designed to power handheld devices."
icon_state = "m_sup"
maxcharge = 2400
charge_amount = 20
origin_tech = list(TECH_POWER = 2)
/obj/item/weapon/cell/device/weapon/empty/Initialize()
. = ..()
charge = 0
update_icon()
/obj/item/weapon/cell/device/super
name = "super device power cell"
desc = "A small upgraded power cell designed to power handheld devices."
icon_state = "m_hy" //CHOMP Add
maxcharge = 3600
charge_amount = 20
origin_tech = list(TECH_POWER = 3)
/obj/item/weapon/cell/device/super/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Hyper
*/
/obj/item/weapon/cell/device/hyper
name = "hyper device power cell"
desc = "A small upgraded power cell designed to hold much more power for handheld devices."
icon_state = "meb_m_st" //CHOMP Add
maxcharge = 4800
charge_amount = 20
origin_tech = list(TECH_POWER = 4)
/obj/item/weapon/cell/device/hyper/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Giga
*/
/obj/item/weapon/cell/device/giga
name = "giga device power cell"
desc = "A small power cell that holds a blistering amount of energy, constructed by clever scientists using secrets gleaned from alien technology."
icon_state = "meb_m_hi"
maxcharge = 6000
charge_amount = 20
origin_tech = list(TECH_POWER = 5, TECH_PRECURSOR = 1)
/obj/item/weapon/cell/device/giga/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* EMP Proof Weapon
*/
/obj/item/weapon/cell/device/weapon/empproof
name = "shielded weapon power cell"
desc = "A small power cell designed to power handheld weaponry. Shielded from EMPs."
icon_state = "s_hi"
maxcharge = 2400
charge_amount = 20
matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
emp_proof = TRUE
origin_tech = list(TECH_POWER = 4)
/obj/item/weapon/cell/device/weapon/empproof/empty/Initialize()
. = ..()
charge = 0
update_icon()
/*
* Self-charging Weapon
*/
/obj/item/weapon/cell/device/weapon/recharge
name = "self-charging weapon power cell"
desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
icon_state = "meb_m_nu"
matter = list(MAT_STEEL = 400, MAT_GLASS = 80)
self_recharge = TRUE
charge_amount = 120
charge_delay = 75
origin_tech = list(TECH_POWER = 5, TECH_PRECURSOR = 1)
/*
* Captain's Self-charging Weapon
*/
/obj/item/weapon/cell/device/weapon/recharge/captain
icon_state = "infinite_m"
matter = list(MAT_STEEL = 400, MAT_GLASS = 100)
charge_amount = 160 //Recharges a lot more quickly...
charge_delay = 100 //... but it takes a while to get started
/*
* Alien Void Cell
*/
/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell
name = "Precursor Alpha Object - Void Cell"
desc = "This is a very enigmatic and small machine. It is able to output a direct electrical current \
from itself to another device or machine that it is connected to. Its shape has a similar form as \
a battery cell, which might imply that the species who created these had a desire for some form of \
a modular power supply.\
<br><br>\
These appear to be limited in throughput, only able to put out so much energy at a time. It is unknown \
if this was intentional, or was a design constraint that the creators of this object had to work around. \
Regardless, it will likely function inside of various devices which run off of conventional power cells.\
<br><br>\
Scanning similar objects may yield more information."
value = CATALOGUER_REWARD_EASY
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell"
desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell)
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
charge_amount = 120 // 5%.
charge_delay = 50 // Every five seconds, bit faster than the default.
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
/obj/item/weapon/cell/device/weapon/recharge/alien/update_icon()
return // No overlays please.
//CHOMP Add Putting virgo code into our code to make sure this does not change.
//The device cell
/obj/item/weapon/cell/device/weapon/recharge/alien
name = "void cell (device)"
var/swaps_to = /obj/item/weapon/cell/void
standard_overlays = FALSE
/obj/item/weapon/cell/device/weapon/recharge/alien/attack_self(var/mob/user)
user.remove_from_mob(src)
to_chat(user, "<span class='notice'>You swap [src] to 'machinery cell' mode.</span>")
var/obj/item/weapon/cell/newcell = new swaps_to(null)
user.put_in_active_hand(newcell)
var/percentage = charge/maxcharge
newcell.charge = newcell.maxcharge * percentage
qdel(src)
//The machine cell
/obj/item/weapon/cell/void
name = "void cell (machinery)"
desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6)
icon = 'icons/obj/abductor.dmi'
icon_state = "cell"
maxcharge = 4800 //10x the device version
charge_amount = 1200 //10x the device version
self_recharge = TRUE
charge_delay = 50
matter = null
standard_overlays = FALSE
var/swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien
/obj/item/weapon/cell/void/attack_self(var/mob/user)
user.remove_from_mob(src)
to_chat(user, "<span class='notice'>You swap [src] to 'device cell' mode.</span>")
var/obj/item/weapon/cell/newcell = new swaps_to(null)
user.put_in_active_hand(newcell)
var/percentage = charge/maxcharge
newcell.charge = newcell.maxcharge * percentage
qdel(src)
// Bloo friendlier hybrid tech
/obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
icon = 'icons/obj/power_vr.dmi'
icon_state = "cellb"
swaps_to = /obj/item/weapon/cell/void/hybrid
/obj/item/weapon/cell/void/hybrid
icon = 'icons/obj/power_vr.dmi'
icon_state = "cellb"
swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
//YAWN Addtion
/obj/item/weapon/cell/device/weapon/recharge/alien/omni
name = "omni weapon power cell"
desc = "A mix between alien technology and phoron tech. Seems to fit in almost any cell slot..."
charge_amount = 90 // 5%.
maxcharge = 1800
charge_delay = 50 SECONDS
origin_tech = list(TECH_POWER = 6, TECH_ENGINEERING = 4, TECH_PHORON = 3)
/obj/item/weapon/cell/device/weapon/recharge/alien/omni/empty/Initialize()
. = ..()
charge = 0
@@ -0,0 +1,74 @@
//I don't know what this is, but whatever it is, I am taking it from virgo code so they stop messing with cells.
/obj/item/weapon/cell/spike
name = "modified power cell"
desc = "A modified power cell sitting in a highly conductive chassis."
origin_tech = list(TECH_POWER = 2)
icon_state = "modded"
maxcharge = 10000
matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
self_recharge = TRUE
charge_amount = 150
/obj/item/weapon/cell/spike/process()
..()
var/turf/Center = get_turf(src)
var/shock_count = 0
for(var/turf/T in range(Center, 1))
if(prob(round(charge / 250)) && charge >= (maxcharge / 4))
if(locate(/obj/effect/temporary_effect/pulse/staticshock) in T)
continue
var/conductive = FALSE
if(istype(T, /turf/simulated/wall))
var/turf/simulated/wall/WT = T
if(WT.material.conductive)
conductive = TRUE
else if(WT.girder_material.conductive)
conductive = TRUE
else if(WT.reinf_material && WT.reinf_material.conductive)
conductive = TRUE
if(istype(T, /turf/simulated/floor))
var/turf/simulated/floor/F = T
if(istype(F.flooring, /decl/flooring/reinforced))
conductive = TRUE
if(conductive)
shock_count += 1
new /obj/effect/temporary_effect/pulse/staticshock(T)
if(shock_count)
while(shock_count)
use(200)
shock_count--
/obj/effect/temporary_effect/pulse/staticshock
name = "electric field"
desc = "Caution: Do not touch."
pulses_remaining = 10
pulse_delay = 2 SECONDS
icon_state = "blue_static"
/obj/effect/temporary_effect/pulse/staticshock/on_pulse()
..()
for(var/mob/living/L in view(1, src))
if(!issilicon(L) && prob(L.mob_size))
var/obj/item/projectile/beam/shock/weak/P = new (get_turf(src))
P.launch_projectile_from_turf(L, BP_TORSO)
var/obj/item/weapon/plastique/C4 = locate() in get_turf(src)
if(C4)
C4.visible_message("<span class='danger'>The current fries \the [C4]!</span>")
if(prob(10))
C4.explode(get_turf(src))
else
qdel(C4)
@@ -0,0 +1,226 @@
/*
* Crap
*/
/obj/item/weapon/cell/crap
name = "\improper rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = list(TECH_POWER = 0)
icon_state = "crap"
maxcharge = 500
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/crap/empty/New()
..()
charge = 0
/*
* Security Borg
*/
/obj/item/weapon/cell/secborg
name = "security borg rechargable D battery"
origin_tech = list(TECH_POWER = 0)
icon_state = "secborg"
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
/obj/item/weapon/cell/secborg/empty/New()
..()
charge = 0
update_icon()
/*
* APC
*/
/obj/item/weapon/cell/apc
name = "heavy-duty power cell"
origin_tech = list(TECH_POWER = 1)
icon_state = "apc"
maxcharge = 5000
matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
/*
* High
*/
/obj/item/weapon/cell/high
name = "high-capacity power cell"
origin_tech = list(TECH_POWER = 2)
icon_state = "b_hi"
maxcharge = 10000
matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
/obj/item/weapon/cell/high/empty/New()
..()
charge = 0
update_icon()
/*
* Super
*/
/obj/item/weapon/cell/super
name = "super-capacity power cell"
origin_tech = list(TECH_POWER = 5)
icon_state = "b_sup"
maxcharge = 20000
matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
/obj/item/weapon/cell/super/empty/New()
..()
charge = 0
update_icon()
/*
* Hyper
*/
/obj/item/weapon/cell/hyper
name = "hyper-capacity power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "b_hy"
maxcharge = 30000
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/hyper/empty/New()
..()
charge = 0
update_icon()
/*
* Giga
*/
/obj/item/weapon/cell/giga
name = "giga-capacity power cell made with a dash of precursor technology"
origin_tech = list(TECH_POWER = 6, TECH_PRECURSOR = 1)
icon_state = "meb_b_hi"
maxcharge = 40000
matter = list(MAT_STEEL = 1000, MAT_GLASS = 100)
/obj/item/weapon/cell/giga/empty/New()
..()
charge = 0
update_icon()
/*
* Mecha
*/
/obj/item/weapon/cell/mech
name = "mecha power cell"
icon_state = "exs_s"
charge = 15000
maxcharge = 15000
matter = list(MAT_STEEL = 800, MAT_GLASS = 60)
/obj/item/weapon/cell/mech/high
name = "high-capacity mecha power cell"
origin_tech = list(TECH_POWER = 3)
icon_state = "exs_m"
charge = 20000
maxcharge = 20000
matter = list(MAT_STEEL = 800, MAT_GLASS = 80)
/obj/item/weapon/cell/mech/super
name = "super-capacity mecha power cell"
origin_tech = list(TECH_POWER = 6)
icon_state = "exs_l"
charge = 25000
maxcharge = 25000
matter = list(MAT_STEEL = 800, MAT_GLASS = 100)
/*
* Infinite
*/
/obj/item/weapon/cell/infinite
name = "infinite-capacity power cell!"
icon_state = "infinite_b"
origin_tech = null
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
/obj/item/weapon/cell/infinite/check_charge()
return 1
/obj/item/weapon/cell/infinite/use()
return 1
/*
* Potato
*/
/obj/item/weapon/cell/potato
name = "potato battery"
desc = "A rechargable starch based power cell."
origin_tech = list(TECH_POWER = 0)
icon_state = "potato"
charge = 100
maxcharge = 300
minor_fault = 1
/*
* Slime
*/
/obj/item/weapon/cell/slime
name = "charged slime core"
desc = "A yellow slime core infused with phoron, it crackles with power."
origin_tech = list(TECH_POWER = 4, TECH_BIO = 5)
icon = 'icons/mob/slimes.dmi' //'icons/obj/harvest.dmi'
icon_state = "yellow slime extract" //"potato_battery"
description_info = "This 'cell' holds a max charge of 10k and self recharges over time."
maxcharge = 10000
matter = null
self_recharge = TRUE
standard_overlays = FALSE
/*
* Emergency Light
*/
/obj/item/weapon/cell/emergency_light
name = "miniature power cell"
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
matter = list(MAT_GLASS = 20)
icon_state = "em_light"
w_class = ITEMSIZE_TINY
/obj/item/weapon/cell/emergency_light/Initialize()
. = ..()
var/area/A = get_area(src)
if(!A.lightswitch || !A.light_power)
charge = 0 //For naturally depowered areas, we start with no power
/*
* Backup Battery
*
* Not actually a cell, but if people look for it, they'll probably look near other cells
*/
/obj/item/device/fbp_backup_cell
name = "backup battery"
desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
icon = 'icons/obj/power_cells.dmi'
icon_state = "backup"
w_class = ITEMSIZE_SMALL
var/amount = 100
var/used = FALSE
/obj/item/device/fbp_backup_cell/Initialize()
. = ..()
add_overlay("[icon_state]_100")
/obj/item/device/fbp_backup_cell/attack(mob/living/M as mob, mob/user as mob)
if(!used && ishuman(M))
var/mob/living/carbon/human/H = M
if(H.isSynthetic())
if(H.nutrition <= amount)
use(user,H)
else
to_chat(user,"<span class='warning'>The difference in potential is too great. [user == M ? "You have" : "[H] has"] too much charge to use such a small battery.</span>")
else if(M == user)
to_chat(user,"<span class='warning'>You lick the cell, and your tongue tingles slightly.</span>")
else
to_chat(user,"<span class='warning'>This cell is meant for use on humanoid synthetics only.</span>")
. = ..()
/obj/item/device/fbp_backup_cell/proc/use(var/mob/living/user, var/mob/living/target)
if(used)
return
used = TRUE
desc += " This one has already been used."
cut_overlays()
target.adjust_nutrition(amount)
user.custom_emote(message = "connects \the [src] to [user == target ? "their" : "[target]'s"] charging port, expending it.")
@@ -0,0 +1,178 @@
/datum/design/item/powercell
build_type = PROTOLATHE | MECHFAB
/datum/design/item/powercell/AssembleDesignName()
name = "Power Cell Model ([item_name])"
/datum/design/item/powercell/AssembleDesignDesc()
if(build_path)
var/obj/item/weapon/cell/C = build_path
desc = "Allows the construction of power cells that can hold [initial(C.maxcharge)] units of energy."
/datum/design/item/powercell/Fabricate()
var/obj/item/weapon/cell/C = ..()
C.charge = 0 //shouldn't produce power out of thin air.
C.update_icon()
return C
/*
//Big Cells
*/
/datum/design/item/powercell/basic
name = "basic"
id = "basic_cell"
req_tech = list(TECH_POWER = 1)
materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
build_path = /obj/item/weapon/cell
category = list("Misc")
sort_string = "BAAAA"
/datum/design/item/powercell/high
name = "high-capacity"
id = "high_cell"
req_tech = list(TECH_POWER = 2)
materials = list(MAT_STEEL = 700, MAT_GLASS = 60)
build_path = /obj/item/weapon/cell/high
category = list("Misc")
sort_string = "BAAAB"
/datum/design/item/powercell/super
name = "super-capacity"
id = "super_cell"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
materials = list(MAT_STEEL = 700, MAT_GLASS = 70)
build_path = /obj/item/weapon/cell/super
category = list("Misc")
sort_string = "BAAAC"
/datum/design/item/powercell/hyper
name = "hyper-capacity"
id = "hyper_cell"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
materials = list(MAT_STEEL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 70)
build_path = /obj/item/weapon/cell/hyper
category = list("Misc")
sort_string = "BAAAD"
/datum/design/item/powercell/giga
name = "giga-capacity"
id = "giga_cell"
req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 5, TECH_PRECURSOR = 1, TECH_PHORON = 4)
materials = list(MAT_STEEL = 1000, MAT_GOLD = 300, MAT_SILVER = 300, MAT_GLASS = 100, MAT_PHORON = 1000, MAT_METALHYDROGEN = 250, MAT_DURASTEEL = 100, MAT_URANIUM = 100)
build_path = /obj/item/weapon/cell/giga
category = list("Misc")
sort_string = "BAAAE"
/datum/design/item/powercell/potato
name = "potato cell"
id = "potato_cell"
materials = list(MAT_STEEL = 100, MAT_GLASS = 10)
build_path = /obj/item/weapon/cell/potato
category = list("Misc")
sort_string = "BAAAF"
/*
//Device Cells
*/
/datum/design/item/powercell/device
name = "device"
build_type = PROTOLATHE
id = "device"
materials = list(MAT_STEEL = 350, MAT_GLASS = 25)
build_path = /obj/item/weapon/cell/device
category = list("Misc")
sort_string = "BAABA"
/datum/design/item/powercell/device_empproof
name = "device, empproof"
id = "empproof_device"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2, TECH_PHORON = 1)
materials = list(MAT_STEEL = 350, MAT_GLASS = 25, MAT_MORPHIUM = 25, MAT_PHORON = 25)
build_path = /obj/item/weapon/cell/device/empproof
category = list("Misc")
sort_string = "BAABB"
/datum/design/item/powercell/advance_device
name = "device, advanced"
id = "advance_device"
req_tech = list(TECH_POWER = 2, TECH_MATERIAL = 1)
materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
build_path = /obj/item/weapon/cell/device/weapon
category = list("Misc")
sort_string = "BAABC"
/datum/design/item/powercell/advance_device_empproof
name = "device, advanced empproof"
id = "empproof_advanced_device"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4, TECH_PHORON = 4)
materials = list(MAT_STEEL = 700, MAT_GLASS = 50, MAT_MORPHIUM = 50, MAT_PHORON = 50)
build_path = /obj/item/weapon/cell/device/weapon/empproof
category = list("Misc")
sort_string = "BAABD"
/datum/design/item/powercell/advance_device_recharge
name = "device, advanced recharging"
id = "recharging_advanced_device"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_PRECURSOR = 2)
materials = list(MAT_STEEL = 1500, MAT_GLASS = 100, MAT_MORPHIUM = 100, MAT_PHORON = 500, MAT_DURASTEEL = 500, MAT_URANIUM = 200, MAT_VERDANTIUM = 150)
build_path = /obj/item/weapon/cell/device/weapon/recharge
category = list("Misc")
sort_string = "BAABE"
/datum/design/item/powercell/super_device
name = "device, super"
id = "super_device"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
materials = list(MAT_STEEL = 700, MAT_GLASS = 70, MAT_GOLD = 50, MAT_SILVER = 20)
build_path = /obj/item/weapon/cell/device/super
category = list("Misc")
sort_string = "BAABF"
/datum/design/item/powercell/hype_device
name = "device, hyper"
id = "hyper_device"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
materials = list(MAT_STEEL = 1400, MAT_GLASS = 1400, MAT_GOLD = 150, MAT_SILVER = 150)
build_path = /obj/item/weapon/cell/device/hyper
category = list("Misc")
sort_string = "BAABG"
/datum/design/item/powercell/giga_device
name = "device, giga"
id = "giga_device"
req_tech = list(TECH_POWER = 6, TECH_MATERIAL = 6, TECH_PRECURSOR = 1, TECH_PHORON = 4)
materials = list(MAT_STEEL = 2000, MAT_GOLD = 500, MAT_SILVER = 500, MAT_GLASS = 100, MAT_PHORON = 2000, MAT_METALHYDROGEN = 500, MAT_DURASTEEL = 200, MAT_URANIUM = 200)
build_path = /obj/item/weapon/cell/device/giga
category = list("Misc")
sort_string = "BAAAH"
/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(MAT_STEEL = 1700, MAT_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 = "BAABI"
/*
//Mecha Cells
*/
/datum/design/item/powercell/mecha/high
name = "high-capacity mecha"
id = "high_mech_cell"
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 3)
materials = list(MAT_STEEL = 600, MAT_SILVER = 150, MAT_GLASS = 70)
build_path = /obj/item/weapon/cell/mech/high
category = list("Misc")
sort_string = "BAACA"
/datum/design/item/powercell/mecha/super
name = "super-capacity mecha"
id = "super_mech_cell"
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
materials = list(MAT_STEEL = 500, MAT_GOLD = 200, MAT_SILVER = 200, MAT_GLASS = 80)
build_path = /obj/item/weapon/cell/mech/super
category = list("Misc")
sort_string = "BAACB"
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@@ -3721,10 +3721,6 @@
#include "code\modules\power\antimatter\containment_jar.dm"
#include "code\modules\power\antimatter\control.dm"
#include "code\modules\power\antimatter\shielding.dm"
#include "code\modules\power\cells\device_cells.dm"
#include "code\modules\power\cells\device_cells_vr.dm"
#include "code\modules\power\cells\esoteric_cells.dm"
#include "code\modules\power\cells\power_cells.dm"
#include "code\modules\power\fusion\_setup.dm"
#include "code\modules\power\fusion\fusion_circuits.dm"
#include "code\modules\power\fusion\fusion_particle_catcher.dm"
@@ -4025,7 +4021,6 @@
#include "code\modules\research\designs\misc_vr.dm"
#include "code\modules\research\designs\modular_computer.dm"
#include "code\modules\research\designs\pdas.dm"
#include "code\modules\research\designs\power_cells.dm"
#include "code\modules\research\designs\precursor.dm"
#include "code\modules\research\designs\stock_parts.dm"
#include "code\modules\research\designs\subspace_parts.dm"
@@ -4495,4 +4490,8 @@
#include "modular_chomp\code\modules\mob\living\simple_mob\subtypes\xenomorph.dm"
#include "modular_chomp\code\modules\mob\living\simple_mob\subtypes\xenomorph_abilities.dm"
#include "modular_chomp\code\modules\mob\living\simple_mob\subtypes\vore\bigdragon.dm"
#include "modular_chomp\code\modules\power\cells\device_cells.dm"
#include "modular_chomp\code\modules\power\cells\esoteric_cells.dm"
#include "modular_chomp\code\modules\power\cells\power_cells.dm"
#include "modular_chomp\code\modules\research\designs\power_cells.dm"
// END_INCLUDE