mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Removes nanoUI autolathe code stuff.
This commit is contained in:
@@ -32,9 +32,6 @@ other types of metals and chemistry for reagents).
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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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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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var/maxstack = 1 //YW Edit, used by autolathe, says how many stacks a item can have or the limit of how many you can spawn at once
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var/autolathe_build = 0 //YW Edit, makes other designs able to be built or added in autolathe, be via design disk or something else(added due to can't have two designs with same build_path without unit test getting angry)
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var/hidden = 0 //YW Edit, Used by autolathe, says if an item needs the autolathe to be hacked in order to appear
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/datum/design/New()
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..()
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@@ -1,258 +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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/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)
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..()
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// 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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/datum/design/item/weapon/energy/stunrevolver
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id = "stunrevolver"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 4000)
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build_path = /obj/item/weapon/gun/energy/stunrevolver
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sort_string = "MAAAA"
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/datum/design/item/weapon/energy/nuclear_gun
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id = "nuclear_gun"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 5, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "uranium" = 500)
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build_path = /obj/item/weapon/gun/energy/gun/nuclear
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sort_string = "MAAAB"
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/datum/design/item/weapon/energy/phoronpistol
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id = "ppistol"
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req_tech = list(TECH_COMBAT = 5, TECH_PHORON = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000, "phoron" = 3000)
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build_path = /obj/item/weapon/gun/energy/toxgun
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sort_string = "MAAAC"
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/datum/design/item/weapon/energy/lasercannon
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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."
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id = "lasercannon"
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 1000, "diamond" = 2000)
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build_path = /obj/item/weapon/gun/energy/lasercannon
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sort_string = "MAAAD"
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/datum/design/item/weapon/energy/decloner
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id = "decloner"
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req_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 7, TECH_BIO = 5, TECH_POWER = 6)
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materials = list("gold" = 5000,"uranium" = 10000)
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build_path = /obj/item/weapon/gun/energy/decloner
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sort_string = "MAAAE"
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/datum/design/item/weapon/energy/temp_gun
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desc = "A gun that shoots high-powered glass-encased energy temperature bullets."
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id = "temp_gun"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 500, "silver" = 3000)
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build_path = /obj/item/weapon/gun/energy/temperature
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sort_string = "MAAAF"
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/datum/design/item/weapon/energy/flora_gun
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id = "flora_gun"
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req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 3, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "uranium" = 500)
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build_path = /obj/item/weapon/gun/energy/floragun
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sort_string = "MAAAG"
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// Ballistic weapons
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/datum/design/item/weapon/ballistic/AssembleDesignName()
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..()
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name = "Ballistic weapon prototype ([item_name])"
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/datum/design/item/weapon/ballistic/advanced_smg
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id = "smg"
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desc = "An advanced 9mm SMG with a reflective laser optic."
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 8000, "silver" = 2000, "diamond" = 1000)
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build_path = /obj/item/weapon/gun/projectile/automatic/advanced_smg
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sort_string = "MABAA"
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// Ballistic ammo
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/datum/design/item/weapon/ballistic/ammo/AssembleDesignName()
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..()
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name = "Ballistic weapon ammo prototype ([name])"
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/datum/design/item/weapon/ballistic/ammo/ammo_9mmAdvanced
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name = "9mm magazine"
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id = "ammo_9mm"
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desc = "A 21 round magazine for an advanced 9mm SMG."
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 3750, "silver" = 100) // Requires silver for proprietary magazines! Or something.
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build_path = /obj/item/ammo_magazine/m9mmAdvanced
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sort_string = "MABBA"
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/datum/design/item/weapon/ballistic/ammo/stunshell
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name = "stun shells"
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desc = "A stunning shell for a shotgun."
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id = "stunshell"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 4000)
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build_path = /obj/item/weapon/storage/box/stunshells
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sort_string = "MABBB"
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autolathe_build = 1 //Ywedit
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/datum/design/item/weapon/ballistic/ammo/empshell
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name = "emp shells"
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desc = "An electromagnetic shell for a shotgun."
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id = "empshell"
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req_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_URANIUM = 1000)
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build_path = /obj/item/weapon/storage/box/empshells
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sort_string = "MABBC"
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// Phase weapons
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/datum/design/item/weapon/phase/AssembleDesignName()
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..()
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name = "Phase weapon prototype ([item_name])"
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/* //VOREStation Removal Start
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/datum/design/item/weapon/phase/phase_pistol
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id = "phasepistol"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_POWER = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 4000)
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build_path = /obj/item/weapon/gun/energy/phasegun/pistol
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sort_string = "MACAA"
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/datum/design/item/weapon/phase/phase_carbine
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id = "phasecarbine"
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_POWER = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1500)
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build_path = /obj/item/weapon/gun/energy/phasegun
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sort_string = "MACAB"
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/datum/design/item/weapon/phase/phase_rifle
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id = "phaserifle"
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 3, TECH_POWER = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 2000, "silver" = 500)
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build_path = /obj/item/weapon/gun/energy/phasegun/rifle
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sort_string = "MACAC"
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/datum/design/item/weapon/phase/phase_cannon
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id = "phasecannon"
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_POWER = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
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build_path = /obj/item/weapon/gun/energy/phasegun/cannon
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sort_string = "MACAD"
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*/ //VOREStation Removal End
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// Other weapons
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/datum/design/item/weapon/rapidsyringe
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id = "rapidsyringe"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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build_path = /obj/item/weapon/gun/launcher/syringe/rapid
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sort_string = "MADAA"
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/datum/design/item/weapon/dartgun
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desc = "A gun that fires small hollow chemical-payload darts."
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id = "dartgun_r"
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req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_BIO = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "gold" = 5000, "silver" = 2500, "glass" = 750)
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build_path = /obj/item/weapon/gun/projectile/dartgun/research
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sort_string = "MADAB"
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/datum/design/item/weapon/chemsprayer
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desc = "An advanced chem spraying device."
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id = "chemsprayer"
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req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 3, TECH_BIO = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 1000)
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build_path = /obj/item/weapon/reagent_containers/spray/chemsprayer
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sort_string = "MADAC"
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/datum/design/item/weapon/fuelrod
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id = "fuelrod_gun"
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req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_PHORON = 4, TECH_ILLEGAL = 5, TECH_MAGNET = 5)
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "gold" = 500, "silver" = 500, "uranium" = 1000, "phoron" = 3000, "diamond" = 1000)
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build_path = /obj/item/weapon/gun/magnetic/fuelrod
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sort_string = "MADAD"
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// Ammo for those
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/datum/design/item/weapon/ammo/dartgunmag_small
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id = "dartgun_mag_s"
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req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 300, "gold" = 100, "silver" = 100, "glass" = 300)
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build_path = /obj/item/ammo_magazine/chemdart/small
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sort_string = "MADBA"
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/datum/design/item/weapon/ammo/dartgun_ammo_small
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id = "dartgun_ammo_s"
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req_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 50, "gold" = 30, "silver" = 30, "glass" = 50)
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build_path = /obj/item/ammo_casing/chemdart/small
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sort_string = "MADBB"
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/datum/design/item/weapon/ammo/dartgunmag_med
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id = "dartgun_mag_m"
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req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 150, "silver" = 150, "diamond" = 200, "glass" = 400)
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build_path = /obj/item/ammo_magazine/chemdart
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sort_string = "MADBC"
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/datum/design/item/weapon/ammo/dartgun_ammo_med
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id = "dartgun_ammo_m"
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req_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 2, TECH_BIO = 2, TECH_MAGNET = 1, TECH_ILLEGAL = 1)
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materials = list(DEFAULT_WALL_MATERIAL = 80, "gold" = 40, "silver" = 40, "glass" = 60)
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build_path = /obj/item/ammo_casing/chemdart
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sort_string = "MADBD"
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/datum/design/item/weapon/ammo/flechette
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id = "magnetic_ammo"
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req_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4, TECH_MAGNET = 4)
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materials = list(DEFAULT_WALL_MATERIAL = 500, "gold" = 300, "glass" = 150, MAT_PHORON = 100)
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build_path = /obj/item/weapon/magnetic_ammo
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sort_string = "MADBE"
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// Melee weapons
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/datum/design/item/weapon/melee/AssembleDesignName()
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..()
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name = "Melee weapon prototype ([item_name])"
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/datum/design/item/weapon/melee/esword
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name = "Portable Energy Blade"
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id = "chargesword"
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req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 4, TECH_ENGINEERING = 5, TECH_ILLEGAL = 4, TECH_ARCANE = 1)
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materials = list(MAT_PLASTEEL = 3500, "glass" = 1000, MAT_LEAD = 2250, MAT_METALHYDROGEN = 500)
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build_path = /obj/item/weapon/melee/energy/sword/charge
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sort_string = "MBAAA"
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/datum/design/item/weapon/melee/eaxe
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name = "Energy Axe"
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id = "chargeaxe"
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req_tech = list(TECH_COMBAT = 6, TECH_MAGNET = 5, TECH_ENGINEERING = 4, TECH_ILLEGAL = 4)
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materials = list(MAT_PLASTEEL = 3500, MAT_OSMIUM = 2000, MAT_LEAD = 2000, MAT_METALHYDROGEN = 500)
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build_path = /obj/item/weapon/melee/energy/axe/charge
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sort_string = "MBAAB"
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// Grenade stuff
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/datum/design/item/weapon/grenade/AssembleDesignName()
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..()
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name = "Grenade casing prototype ([item_name])"
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/datum/design/item/weapon/grenade/large_grenade
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id = "large_Grenade"
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req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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materials = list(DEFAULT_WALL_MATERIAL = 3000)
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build_path = /obj/item/weapon/grenade/chem_grenade/large
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sort_string = "MCAAA"
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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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/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)
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..()
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// 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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/datum/design/item/weapon/energy/stunrevolver
|
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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"
|
||||
|
||||
Reference in New Issue
Block a user