mirror of
https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-20 03:23:36 +01:00
Entirely removed the Honker mech, other refs to bananium, adamantine and mythril.
This commit is contained in:
@@ -39,18 +39,6 @@
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name = "uranium coin"
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icon_state = "coin_uranium"
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/obj/item/weapon/coin/clown
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name = "bananaium coin"
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icon_state = "coin_clown"
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/obj/item/weapon/coin/adamantine
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name = "adamantine coin"
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icon_state = "coin_adamantine"
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/obj/item/weapon/coin/mythril
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name = "mythril coin"
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icon_state = "coin_mythril"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/CC = W
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@@ -38,8 +38,8 @@ Rare minerals:
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Deep minerals:
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phoron
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xerxium (adamantine)
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fulgurium (mythril)
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osmium (platinum)
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tritium (hydrogen)
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*/
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/datum/ore_distribution
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@@ -359,7 +359,7 @@ var/list/artifact_spawn = list() // Runtime fix for geometry loading before cont
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/turf/simulated/mineral/random
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name = "Mineral deposit"
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 25)//Currently, Adamantine won't spawn as it has no uses. -Durandan
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var/mineralSpawnChanceList = list("Uranium" = 5, "Iron" = 50, "Diamond" = 1, "Gold" = 5, "Silver" = 5, "Phoron" = 25)
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var/mineralChance = 10 //means 10% chance of this plot changing to a mineral deposit
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New()
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@@ -15,9 +15,6 @@
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var/amt_iron = 0
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var/amt_phoron = 0
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var/amt_uranium = 0
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var/amt_clown = 0
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var/amt_adamantine = 0
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var/amt_mythril = 0
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = 0
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var/chosen = "metal" //which material will be used to make coins
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@@ -62,7 +59,7 @@
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amt_iron += 100 * O.amount
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del(O)
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/obj/machinery/mineral/mint/attack_hand(user as mob) //TODO: Adamantine coins! -Durandan
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/obj/machinery/mineral/mint/attack_hand(user as mob)
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var/dat = "<b>Coin Press</b><br>"
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@@ -98,16 +95,11 @@
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dat += text("chosen")
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else
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dat += text("<A href='?src=\ref[src];choose=phoron'>Choose</A>")
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dat += text("<br><font color='#008800'><b>uranium inserted: </b>[amt_uranium]</font> ")
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dat += text("<br><font color='#008800'><b>Uranium inserted: </b>[amt_uranium]</font> ")
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if (chosen == "uranium")
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dat += text("chosen")
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else
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dat += text("<A href='?src=\ref[src];choose=uranium'>Choose</A>")
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dat += text("<br><font color='#888888'><b>Adamantine inserted: </b>[amt_adamantine]</font> ")//I don't even know these color codes, so fuck it.
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if (chosen == "adamantine")
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dat += text("chosen")
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else
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dat += text("<A href='?src=\ref[src];choose=adamantine'>Choose</A>")
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dat += text("<br><br>Will produce [coinsToProduce] [chosen] coins if enough materials are available.<br>")
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//dat += text("The dial which controls the number of conins to produce seems to be stuck. A technician has already been dispatched to fix this.")
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@@ -213,42 +205,6 @@
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newCoins++
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src.updateUsrDialog()
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sleep(5)
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if("clown")
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while(amt_clown > 0 && coinsToProduce > 0)
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if (locate(/obj/item/weapon/moneybag,output.loc))
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M = locate(/obj/item/weapon/moneybag,output.loc)
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else
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M = new/obj/item/weapon/moneybag(output.loc)
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new /obj/item/weapon/coin/clown(M)
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amt_clown -= 20
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coinsToProduce--
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newCoins++
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src.updateUsrDialog()
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sleep(5);
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if("adamantine")
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while(amt_adamantine > 0 && coinsToProduce > 0)
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if (locate(/obj/item/weapon/moneybag,output.loc))
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M = locate(/obj/item/weapon/moneybag,output.loc)
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else
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M = new/obj/item/weapon/moneybag(output.loc)
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new /obj/item/weapon/coin/adamantine(M)
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amt_adamantine -= 20
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coinsToProduce--
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newCoins++
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src.updateUsrDialog()
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sleep(5);
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if("mythril")
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while(amt_adamantine > 0 && coinsToProduce > 0)
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if (locate(/obj/item/weapon/moneybag,output.loc))
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M = locate(/obj/item/weapon/moneybag,output.loc)
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else
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M = new/obj/item/weapon/moneybag(output.loc)
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new /obj/item/weapon/coin/mythril(M)
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amt_mythril -= 20
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coinsToProduce--
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newCoins++
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src.updateUsrDialog()
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sleep(5);
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icon_state = "coinpress0"
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processing = 0;
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coinsToProduce = temp_coins
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@@ -16,8 +16,6 @@
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var/amt_iron = 0
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var/amt_phoron = 0
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var/amt_uranium = 0
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var/amt_clown = 0
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var/amt_adamantine = 0
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for (var/obj/item/weapon/coin/C in contents)
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if (istype(C,/obj/item/weapon/coin/diamond))
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@@ -32,10 +30,6 @@
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amt_gold++;
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if (istype(C,/obj/item/weapon/coin/uranium))
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amt_uranium++;
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if (istype(C,/obj/item/weapon/coin/clown))
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amt_clown++;
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if (istype(C,/obj/item/weapon/coin/adamantine))
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amt_adamantine++;
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var/dat = text("<b>The contents of the moneybag reveal...</b><br>")
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if (amt_gold)
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@@ -50,8 +44,6 @@
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dat += text("Phoron coins: [amt_phoron] <A href='?src=\ref[src];remove=phoron'>Remove one</A><br>")
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if (amt_uranium)
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dat += text("Uranium coins: [amt_uranium] <A href='?src=\ref[src];remove=uranium'>Remove one</A><br>")
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if (amt_adamantine)
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dat += text("Adamantine coins: [amt_adamantine] <A href='?src=\ref[src];remove=adamantine'>Remove one</A><br>")
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user << browse("[dat]", "window=moneybag")
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/obj/item/weapon/moneybag/attackby(obj/item/weapon/W as obj, mob/user as mob)
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@@ -88,10 +80,6 @@
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COIN = locate(/obj/item/weapon/coin/phoron,src.contents)
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if("uranium")
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COIN = locate(/obj/item/weapon/coin/uranium,src.contents)
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if("clown")
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COIN = locate(/obj/item/weapon/coin/clown,src.contents)
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if("adamantine")
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COIN = locate(/obj/item/weapon/coin/adamantine,src.contents)
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if(!COIN)
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return
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COIN.loc = src.loc
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@@ -108,5 +96,4 @@
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new /obj/item/weapon/coin/silver(src)
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new /obj/item/weapon/coin/silver(src)
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new /obj/item/weapon/coin/gold(src)
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new /obj/item/weapon/coin/gold(src)
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new /obj/item/weapon/coin/adamantine(src)
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new /obj/item/weapon/coin/gold(src)
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