mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Replace cells with Eris cells
This commit is contained in:
@@ -1,38 +1,84 @@
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#define CHARGER_EMPTY 0
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#define CHARGER_WORKING 1
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#define CHARGER_DONE 2
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/obj/machinery/cell_charger
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/obj/machinery/cell_charger
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name = "heavy-duty cell charger"
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name = "heavy-duty cell charger"
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desc = "A much more powerful version of the standard recharger that is specially designed for charging power cells."
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desc = "A much more powerful version of the standard recharger that is specially designed for charging power cells."
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icon = 'icons/obj/power.dmi'
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icon = 'icons/obj/power.dmi'
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icon_state = "ccharger0"
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icon_state = "recharger"
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anchored = 1
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anchored = 1
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use_power = USE_POWER_IDLE
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use_power = USE_POWER_IDLE
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power_channel = EQUIP
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idle_power_usage = 5
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idle_power_usage = 5
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active_power_usage = 60000 //60 kW. (this the power drawn when charging)
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active_power_usage = 60000 //60 kW. (this the power drawn when charging)
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var/efficiency = 60000 //will provide the modified power rate when upgraded
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power_channel = EQUIP
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var/obj/item/weapon/cell/charging = null
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var/chargelevel = -1
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circuit = /obj/item/weapon/circuitboard/cell_charger
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circuit = /obj/item/weapon/circuitboard/cell_charger
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var/efficiency = 60000 //will provide the modified power rate when upgraded
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var/obj/item/weapon/cell/charging = null
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var/charging_vis_flags = NONE
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var/charge_state = CHARGER_EMPTY
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/obj/machinery/cell_charger/Initialize()
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/obj/machinery/cell_charger/Initialize()
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. = ..()
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. = ..()
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default_apply_parts()
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default_apply_parts()
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/obj/machinery/cell_charger/update_icon()
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/obj/machinery/cell_charger/update_icon()
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icon_state = "ccharger[charging ? 1 : 0]"
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var/new_state
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if(!anchored)
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new_state = "[initial(icon_state)]4"
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return
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if(charging && !(stat & (BROKEN|NOPOWER)))
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if(stat & (BROKEN|NOPOWER))
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new_state = "[initial(icon_state)]3"
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return
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var/newlevel = round(charging.percent() * 4.0 / 99)
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switch(charge_state)
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//to_world("nl: [newlevel]")
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if(CHARGER_EMPTY)
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new_state = "[initial(icon_state)]0"
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if(CHARGER_WORKING)
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new_state = "[initial(icon_state)]1"
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if(CHARGER_DONE)
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new_state = "[initial(icon_state)]2"
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if(chargelevel != newlevel)
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if(icon_state != new_state)
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icon_state = new_state
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cut_overlays()
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/obj/machinery/cell_charger/proc/insert_item(obj/item/W, mob/user)
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add_overlay("ccharger-o[newlevel]")
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if(!W || !user)
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return
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chargelevel = newlevel
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user.drop_item()
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charging = W
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charging.loc = src
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charging_vis_flags = charging.vis_flags
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charging.vis_flags = VIS_INHERIT_ID
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vis_contents += charging
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charge_state = CHARGER_WORKING
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update_icon()
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if((stat & (BROKEN|NOPOWER)) || !anchored)
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update_use_power(USE_POWER_OFF)
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else
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else
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cut_overlays()
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update_use_power(USE_POWER_ACTIVE)
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/obj/machinery/cell_charger/proc/remove_item(mob/user)
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if(!charging || !user)
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return
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vis_contents -= charging
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charging.vis_flags = charging_vis_flags
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user.put_in_hands(charging)
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charging = null
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charge_state = CHARGER_EMPTY
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update_icon()
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if((stat & (BROKEN|NOPOWER)) || !anchored)
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update_use_power(USE_POWER_OFF)
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else
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update_use_power(USE_POWER_IDLE)
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/obj/machinery/cell_charger/examine(mob/user)
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/obj/machinery/cell_charger/examine(mob/user)
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. = ..()
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. = ..()
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@@ -60,11 +106,8 @@
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to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [W]!</span>")
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to_chat(user, "<span class='warning'>\The [src] blinks red as you try to insert [W]!</span>")
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return
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return
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user.drop_item()
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insert_item(W, user)
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W.loc = src
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charging = W
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user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
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user.visible_message("[user] inserts [charging] into [src].", "You insert [charging] into [src].")
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chargelevel = -1
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update_icon()
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update_icon()
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else if(W.is_wrench())
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else if(W.is_wrench())
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if(charging)
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if(charging)
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@@ -85,12 +128,8 @@
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add_fingerprint(user)
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add_fingerprint(user)
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if(charging)
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if(charging)
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user.put_in_hands(charging)
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remove_item(user)
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charging.update_icon()
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user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
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user.visible_message("[user] removes [charging] from [src].", "You remove [charging] from [src].")
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charging = null
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chargelevel = -1
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update_icon()
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update_icon()
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/obj/machinery/cell_charger/attack_ai(mob/user)
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/obj/machinery/cell_charger/attack_ai(mob/user)
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@@ -109,6 +148,9 @@
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charging.emp_act(severity)
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charging.emp_act(severity)
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..(severity)
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..(severity)
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/obj/machinery/cell_charger/power_change()
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. = ..()
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update_icon()
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/obj/machinery/cell_charger/process()
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/obj/machinery/cell_charger/process()
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//to_world("ccpt [charging] [stat]")
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//to_world("ccpt [charging] [stat]")
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@@ -116,16 +158,22 @@
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update_use_power(USE_POWER_OFF)
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update_use_power(USE_POWER_OFF)
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return
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return
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if(charging && !charging.fully_charged())
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if(charging)
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if(!charging.fully_charged())
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charge_state = CHARGER_WORKING
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charging.give(efficiency*CELLRATE)
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charging.give(efficiency*CELLRATE)
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update_use_power(USE_POWER_ACTIVE)
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update_use_power(USE_POWER_ACTIVE)
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update_icon()
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else
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else
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charge_state = CHARGER_DONE
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update_use_power(USE_POWER_IDLE)
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update_use_power(USE_POWER_IDLE)
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update_icon()
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/obj/machinery/cell_charger/RefreshParts()
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/obj/machinery/cell_charger/RefreshParts()
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var/E = 0
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var/E = 0
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
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E += C.rating
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E += C.rating
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efficiency = active_power_usage * (1+ (E - 1)*0.5)
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efficiency = active_power_usage * (1+ (E - 1)*0.5)
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#undef CHARGER_EMPTY
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#undef CHARGER_WORKING
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#undef CHARGER_DONE
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@@ -5,8 +5,8 @@
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/obj/item/weapon/cell
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/obj/item/weapon/cell
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name = "power cell"
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name = "power cell"
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desc = "A rechargable electrochemical power cell."
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desc = "A rechargable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon = 'icons/obj/power_cells.dmi'
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icon_state = "cell"
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icon_state = "b_st"
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item_state = "cell"
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item_state = "cell"
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origin_tech = list(TECH_POWER = 1)
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origin_tech = list(TECH_POWER = 1)
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force = 5.0
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force = 5.0
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@@ -29,8 +29,7 @@
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pickup_sound = 'sound/items/pickup/component.ogg'
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pickup_sound = 'sound/items/pickup/component.ogg'
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// Overlay stuff.
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// Overlay stuff.
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var/overlay_half_state = "cell-o1" // Overlay used when not fully charged but not empty.
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var/standard_overlays = TRUE
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var/overlay_full_state = "cell-o2" // Overlay used when fully charged.
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var/last_overlay_state = null // Used to optimize update_icon() calls.
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var/last_overlay_state = null // Used to optimize update_icon() calls.
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/obj/item/weapon/cell/New()
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/obj/item/weapon/cell/New()
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@@ -73,29 +72,14 @@
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#define OVERLAY_EMPTY 0
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#define OVERLAY_EMPTY 0
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/obj/item/weapon/cell/update_icon()
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/obj/item/weapon/cell/update_icon()
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var/new_overlay = null // The overlay that is needed.
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if(!standard_overlays)
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// If it's different than the current overlay, then it'll get changed.
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return
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// Otherwise nothing happens, to save on CPU.
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var/ratio = clamp(round(charge / maxcharge, 0.25) * 100, 0, 100)
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var/new_state = "[icon_state]_[ratio]"
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if(charge < 0.01) // Empty.
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if(new_state != last_overlay_state)
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new_overlay = OVERLAY_EMPTY
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cut_overlay(last_overlay_state)
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if(last_overlay_state != new_overlay)
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add_overlay(new_state)
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cut_overlays()
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last_overlay_state = new_state
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else if(charge/maxcharge >= 0.995) // Full
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new_overlay = OVERLAY_FULL
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if(last_overlay_state != new_overlay)
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cut_overlay(overlay_half_state)
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add_overlay(overlay_full_state)
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else // Inbetween.
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new_overlay = OVERLAY_PARTIAL
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if(last_overlay_state != new_overlay)
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cut_overlay(overlay_full_state)
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add_overlay(overlay_half_state)
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last_overlay_state = new_overlay
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#undef OVERLAY_FULL
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#undef OVERLAY_FULL
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#undef OVERLAY_PARTIAL
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#undef OVERLAY_PARTIAL
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@@ -2,7 +2,7 @@
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/obj/item/weapon/cell/device
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/obj/item/weapon/cell/device
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name = "device power cell"
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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desc = "A small power cell designed to power handheld devices."
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icon_state = "dcell"
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icon_state = "m_st"
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item_state = "egg6"
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item_state = "egg6"
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w_class = ITEMSIZE_SMALL
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w_class = ITEMSIZE_SMALL
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force = 0
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force = 0
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@@ -13,11 +13,23 @@
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matter = list("metal" = 350, "glass" = 50)
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matter = list("metal" = 350, "glass" = 50)
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preserve_item = 1
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preserve_item = 1
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<<<<<<< HEAD
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//Yawn changes
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//Yawn changes
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/obj/item/weapon/cell/device/weapon //Aka adv
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/obj/item/weapon/cell/device/weapon //Aka adv
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name = "advanced device power cell"
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name = "advanced device power cell"
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desc = "A small upgraded power cell designed to power handheld devices."
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desc = "A small upgraded power cell designed to power handheld devices."
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icon_state = "wcell"
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icon_state = "wcell"
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||||||| parent of 26525b8677... Merge pull request #10824 from VOREStation/Icons/cells
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/obj/item/weapon/cell/device/weapon
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name = "weapon power cell"
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desc = "A small power cell designed to power handheld weaponry."
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icon_state = "wcell"
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=======
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/obj/item/weapon/cell/device/weapon
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name = "weapon power cell"
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desc = "A small power cell designed to power handheld weaponry."
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icon_state = "m_sup"
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>>>>>>> 26525b8677... Merge pull request #10824 from VOREStation/Icons/cells
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maxcharge = 2400
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maxcharge = 2400
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charge_amount = 20
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charge_amount = 20
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origin_tech = list(TECH_POWER = 2)
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origin_tech = list(TECH_POWER = 2)
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@@ -63,7 +75,13 @@
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/obj/item/weapon/cell/device/weapon/recharge
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/obj/item/weapon/cell/device/weapon/recharge
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name = "self-charging weapon power cell"
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name = "self-charging weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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<<<<<<< HEAD
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// icon_state = "wcell" //doesn't matter, not seen anywhere (all weapons that have it are batterylocked)
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// icon_state = "wcell" //doesn't matter, not seen anywhere (all weapons that have it are batterylocked)
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||||||
|
||||||| parent of 26525b8677... Merge pull request #10824 from VOREStation/Icons/cells
|
||||||
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// icon_state = "wcell" //TODO: Different sprite
|
||||||
|
=======
|
||||||
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icon_state = "meb_m_nu"
|
||||||
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>>>>>>> 26525b8677... Merge pull request #10824 from VOREStation/Icons/cells
|
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self_recharge = TRUE
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self_recharge = TRUE
|
||||||
charge_amount = 120
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charge_amount = 120
|
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charge_delay = 75
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charge_delay = 75
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
/obj/item/weapon/cell/device/weapon/recharge/alien
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/obj/item/weapon/cell/device/weapon/recharge/alien
|
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name = "void cell (device)"
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name = "void cell (device)"
|
||||||
var/swaps_to = /obj/item/weapon/cell/void
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var/swaps_to = /obj/item/weapon/cell/void
|
||||||
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standard_overlays = FALSE
|
||||||
|
|
||||||
/obj/item/weapon/cell/device/weapon/recharge/alien/attack_self(var/mob/user)
|
/obj/item/weapon/cell/device/weapon/recharge/alien/attack_self(var/mob/user)
|
||||||
user.remove_from_mob(src)
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user.remove_from_mob(src)
|
||||||
@@ -13,10 +14,6 @@
|
|||||||
newcell.charge = newcell.maxcharge * percentage
|
newcell.charge = newcell.maxcharge * percentage
|
||||||
qdel(src)
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qdel(src)
|
||||||
|
|
||||||
/obj/item/weapon/cell/device/weapon/recharge/alien/update_icon()
|
|
||||||
return
|
|
||||||
|
|
||||||
|
|
||||||
//The machine cell
|
//The machine cell
|
||||||
/obj/item/weapon/cell/void
|
/obj/item/weapon/cell/void
|
||||||
name = "void cell (machinery)"
|
name = "void cell (machinery)"
|
||||||
@@ -29,6 +26,7 @@
|
|||||||
self_recharge = TRUE
|
self_recharge = TRUE
|
||||||
charge_delay = 50
|
charge_delay = 50
|
||||||
matter = null
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matter = null
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||||||
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standard_overlays = FALSE
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||||||
var/swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien
|
var/swaps_to = /obj/item/weapon/cell/device/weapon/recharge/alien
|
||||||
|
|
||||||
/obj/item/weapon/cell/void/attack_self(var/mob/user)
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/obj/item/weapon/cell/void/attack_self(var/mob/user)
|
||||||
@@ -40,9 +38,6 @@
|
|||||||
newcell.charge = newcell.maxcharge * percentage
|
newcell.charge = newcell.maxcharge * percentage
|
||||||
qdel(src)
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qdel(src)
|
||||||
|
|
||||||
/obj/item/weapon/cell/void/update_icon()
|
|
||||||
return
|
|
||||||
|
|
||||||
// Bloo friendlier hybrid tech
|
// Bloo friendlier hybrid tech
|
||||||
/obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
|
/obj/item/weapon/cell/device/weapon/recharge/alien/hybrid
|
||||||
icon = 'icons/obj/power_vr.dmi'
|
icon = 'icons/obj/power_vr.dmi'
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
name = "modified power cell"
|
name = "modified power cell"
|
||||||
desc = "A modified power cell sitting in a highly conductive chassis."
|
desc = "A modified power cell sitting in a highly conductive chassis."
|
||||||
origin_tech = list(TECH_POWER = 2)
|
origin_tech = list(TECH_POWER = 2)
|
||||||
icon_state = "spikecell"
|
icon_state = "exs_m"
|
||||||
maxcharge = 10000
|
maxcharge = 10000
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
|
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
|
||||||
self_recharge = TRUE
|
self_recharge = TRUE
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
name = "\improper rechargable AA battery"
|
name = "\improper rechargable AA battery"
|
||||||
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
|
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
|
||||||
origin_tech = list(TECH_POWER = 0)
|
origin_tech = list(TECH_POWER = 0)
|
||||||
|
icon_state = "s_st"
|
||||||
maxcharge = 500
|
maxcharge = 500
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
||||||
|
|
||||||
@@ -12,6 +13,7 @@
|
|||||||
/obj/item/weapon/cell/secborg
|
/obj/item/weapon/cell/secborg
|
||||||
name = "security borg rechargable D battery"
|
name = "security borg rechargable D battery"
|
||||||
origin_tech = list(TECH_POWER = 0)
|
origin_tech = list(TECH_POWER = 0)
|
||||||
|
icon_state = "meb_s_st"
|
||||||
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
|
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
||||||
|
|
||||||
@@ -23,13 +25,14 @@
|
|||||||
/obj/item/weapon/cell/apc
|
/obj/item/weapon/cell/apc
|
||||||
name = "heavy-duty power cell"
|
name = "heavy-duty power cell"
|
||||||
origin_tech = list(TECH_POWER = 1)
|
origin_tech = list(TECH_POWER = 1)
|
||||||
|
icon_state = "meb_b_st"
|
||||||
maxcharge = 5000
|
maxcharge = 5000
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||||
|
|
||||||
/obj/item/weapon/cell/high
|
/obj/item/weapon/cell/high
|
||||||
name = "high-capacity power cell"
|
name = "high-capacity power cell"
|
||||||
origin_tech = list(TECH_POWER = 2)
|
origin_tech = list(TECH_POWER = 2)
|
||||||
icon_state = "hcell"
|
icon_state = "b_hi"
|
||||||
maxcharge = 10000
|
maxcharge = 10000
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
|
||||||
|
|
||||||
@@ -41,7 +44,7 @@
|
|||||||
/obj/item/weapon/cell/super
|
/obj/item/weapon/cell/super
|
||||||
name = "super-capacity power cell"
|
name = "super-capacity power cell"
|
||||||
origin_tech = list(TECH_POWER = 5)
|
origin_tech = list(TECH_POWER = 5)
|
||||||
icon_state = "scell"
|
icon_state = "b_sup"
|
||||||
maxcharge = 20000
|
maxcharge = 20000
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
|
||||||
|
|
||||||
@@ -53,7 +56,7 @@
|
|||||||
/obj/item/weapon/cell/hyper
|
/obj/item/weapon/cell/hyper
|
||||||
name = "hyper-capacity power cell"
|
name = "hyper-capacity power cell"
|
||||||
origin_tech = list(TECH_POWER = 6)
|
origin_tech = list(TECH_POWER = 6)
|
||||||
icon_state = "hpcell"
|
icon_state = "b_hy"
|
||||||
maxcharge = 30000
|
maxcharge = 30000
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
||||||
|
|
||||||
@@ -64,12 +67,13 @@
|
|||||||
|
|
||||||
/obj/item/weapon/cell/mech
|
/obj/item/weapon/cell/mech
|
||||||
name = "mecha power cell"
|
name = "mecha power cell"
|
||||||
|
icon_state = "exs_l"
|
||||||
charge = 15000
|
charge = 15000
|
||||||
maxcharge = 15000
|
maxcharge = 15000
|
||||||
|
|
||||||
/obj/item/weapon/cell/infinite
|
/obj/item/weapon/cell/infinite
|
||||||
name = "infinite-capacity power cell!"
|
name = "infinite-capacity power cell!"
|
||||||
icon_state = "icell"
|
icon_state = "infinite_b"
|
||||||
origin_tech = null
|
origin_tech = null
|
||||||
maxcharge = 30000 //determines how badly mobs get shocked
|
maxcharge = 30000 //determines how badly mobs get shocked
|
||||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
||||||
@@ -89,6 +93,7 @@
|
|||||||
charge = 100
|
charge = 100
|
||||||
maxcharge = 300
|
maxcharge = 300
|
||||||
minor_fault = 1
|
minor_fault = 1
|
||||||
|
standard_overlays = FALSE
|
||||||
|
|
||||||
/obj/item/weapon/cell/slime
|
/obj/item/weapon/cell/slime
|
||||||
name = "charged slime core"
|
name = "charged slime core"
|
||||||
@@ -100,13 +105,14 @@
|
|||||||
maxcharge = 10000
|
maxcharge = 10000
|
||||||
matter = null
|
matter = null
|
||||||
self_recharge = TRUE
|
self_recharge = TRUE
|
||||||
|
standard_overlays = FALSE
|
||||||
|
|
||||||
//Not actually a cell, but if people look for it, they'll probably look near other cells
|
//Not actually a cell, but if people look for it, they'll probably look near other cells
|
||||||
/obj/item/device/fbp_backup_cell
|
/obj/item/device/fbp_backup_cell
|
||||||
name = "backup battery"
|
name = "backup battery"
|
||||||
desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
|
desc = "A small one-time-use chemical battery for synthetic crew when they are low on power in emergency situations."
|
||||||
icon = 'icons/obj/power.dmi'
|
icon = 'icons/obj/power_cells.dmi'
|
||||||
icon_state = "fbp_cell"
|
icon_state = "exs_s"
|
||||||
w_class = ITEMSIZE_SMALL
|
w_class = ITEMSIZE_SMALL
|
||||||
var/amount = 100
|
var/amount = 100
|
||||||
var/used = FALSE
|
var/used = FALSE
|
||||||
@@ -144,6 +150,7 @@
|
|||||||
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
|
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
|
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
|
||||||
matter = list("glass" = 20)
|
matter = list("glass" = 20)
|
||||||
|
icon_state = "meb_s_sup"
|
||||||
w_class = ITEMSIZE_TINY
|
w_class = ITEMSIZE_TINY
|
||||||
|
|
||||||
/obj/item/weapon/cell/emergency_light/Initialize()
|
/obj/item/weapon/cell/emergency_light/Initialize()
|
||||||
|
|||||||
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|
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BIN
icons/obj/power_cells.dmi
Normal file
BIN
icons/obj/power_cells.dmi
Normal file
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|
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|
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Reference in New Issue
Block a user