Files
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.

---------

Co-authored-by: silicons <silicons@silicons.dev>
2025-12-24 12:15:01 +01:00

190 lines
6.3 KiB
Plaintext

/*
* Crowbar
*/
/obj/item/tool/crowbar
name = "crowbar"
desc = "Used to remove floors and to pry open doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar"
item_state = "crowbar"
slot_flags = SLOT_BELT
tool_behavior = TOOL_CROWBAR
damage_force = 6
throw_force = 7
pry = 1
item_state = "crowbar"
w_class = WEIGHT_CLASS_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
materials_base = list(MAT_STEEL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_sound = 'sound/items/crowbar.ogg'
drop_sound = 'sound/items/drop/crowbar.ogg'
pickup_sound = 'sound/items/pickup/crowbar.ogg'
tool_speed = 1
/obj/item/tool/crowbar/red
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar_red"
item_state = "crowbar_red"
/obj/item/tool/crowbar/bone
name = "primitive crowbar"
desc = "A sturdy, carved bone used to remove floors and to pry open doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar_bone"
tool_speed = 1.25
/obj/item/tool/crowbar/bronze
name = "bronze prybar"
desc = "A bronze prybar. Its density probably makes it quite good at prying."
icon = 'icons/obj/lavaland.dmi'
icon_state = "crowbar_bronze"
item_state = "crowbar_brass"
/obj/item/tool/crowbar/brass
name = "brass crowbar"
desc = "An etched piece of brass plated metal, used to remove floors and to pry open doors."
icon = 'icons/obj/tools.dmi'
icon_state = "crowbar_brass"
tool_speed = 0.75
/obj/item/tool/crowbar/clockwork
name = "clockwork crowbar"
desc = "An engraved piece of compressed brass, capable of prying things up and open with un-natural ease."
icon = 'icons/obj/clockwork.dmi'
icon_state = "crowbar_clock"
tool_sound = 'sound/magic/clockwork/fellowship_armory.ogg'
tool_speed = 0.1
/obj/item/tool/crowbar/clockwork/examine(mob/user, dist)
. = ..()
. += SPAN_BRASS("The handle feels almost frozen when moving to pry, cementing the hand grippping it to the handle, making leverage easier.")
/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar
name = "Precursor Alpha Object - Hard Light Pry Tool"
desc = "An object which bears striking resemblence to the common crowbar. \
It appears to also serve a similar purpose, being used for prying. Unlike \
a crowbar, however, this object is made of some form of 'hard light'.\
<br><br>\
There is a visible switch on the base of the tool, which controls the \
hard light side of the tool. When the switch is used, the shape of \
the tool changes, with the hard light moving and making a prying motion. \
This allows the user to pry something with no physical effort beyond keeping \
the tool aligned while in use."
value = CATALOGUER_REWARD_EASY
/obj/item/tool/crowbar/alien
name = "alien crowbar"
desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar)
icon = 'icons/obj/abductor.dmi'
tool_sound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
tool_speed = 0.1
origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 4)
/obj/item/tool/crowbar/hybrid
name = "strange crowbar"
desc = "A crowbar whose head seems to phase in and out of view."
catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar)
icon_state = "hybcrowbar"
tool_sound = 'sound/weapons/sonic_jackhammer.ogg'
tool_speed = 0.4
origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 3)
reach = 2
/obj/item/tool/crowbar/cyborg
name = "hydraulic crowbar"
desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbars in industrial synthetics."
tool_sound = 'sound/items/jaws_pry.ogg'
damage_force = 10
tool_speed = 0.5
/obj/item/tool/crowbar/RIGset
name = "integrated prybar"
desc = "If you're seeing this, someone did a dum-dum."
tool_sound = 'sound/items/jaws_pry.ogg'
tool_speed = 0.7
/obj/item/tool/crowbar/power
name = "jaws of life"
desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head."
icon_state = "jaws_pry"
item_state = "jawsoflife"
materials_base = list(MAT_METAL=150, MAT_SILVER=50)
origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
tool_sound = 'sound/items/jaws_pry.ogg'
damage_force = 15
tool_speed = 0.25
var/obj/item/tool/wirecutters/power/counterpart = null
/obj/item/tool/crowbar/power/Initialize(mapload, no_counterpart = TRUE)
. = ..()
if(!counterpart && no_counterpart)
counterpart = new(src, FALSE)
counterpart.counterpart = src
/obj/item/tool/crowbar/power/Destroy()
if(counterpart)
counterpart.counterpart = null // So it can qdel cleanly.
QDEL_NULL(counterpart)
return ..()
/obj/item/tool/crowbar/power/attack_self(mob/user, datum/event_args/actor/actor)
. = ..()
if(.)
return
playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
user.temporarily_remove_from_inventory(src, INV_OP_FORCE | INV_OP_SHOULD_NOT_INTERCEPT | INV_OP_SILENT)
if(!user.put_in_active_hand(counterpart))
counterpart.forceMove(get_turf(src))
forceMove(counterpart)
to_chat(user, "<span class='notice'>You attach the cutting jaws to [src].</span>")
/*
* Prybar
*/
/obj/item/tool/prybar
name = "pry bar"
desc = "A steel bar with a wedge, designed specifically for opening unpowered doors in an emergency. It comes in a variety of configurations - collect them all!"
icon = 'icons/obj/tools_vr.dmi'
icon_state = "prybar"
slot_flags = SLOT_BELT
damage_force = 4
throw_force = 5
pry = 1
item_state = "crowbar"
w_class = WEIGHT_CLASS_SMALL
origin_tech = list(TECH_ENGINEERING = 1)
materials_base = list(MAT_STEEL = 30)
attack_verb = list("whapped", "smacked", "swatted", "thwacked", "hit")
tool_sound = 'sound/items/crowbar.ogg'
tool_speed = 1
var/random_color = TRUE
/obj/item/tool/prybar/red
icon_state = "prybar_red"
item_state = "crowbar_red"
random_color = FALSE
/obj/item/tool/prybar/Initialize(mapload)
. = ..()
if(random_color)
icon_state = "prybar[pick("","_green","_aubergine","_blue")]"
/obj/item/tool/crowbar/crystal
name = "crystalline prytool"
desc = "A crystalline prying tool of an alien make."
icon_state = "crystal_crowbar"
item_state = "crystal_tool"
icon = 'icons/obj/crystal_tools.dmi'
materials_base = list(MATERIAL_CRYSTAL = 1250)
tool_speed = 0.2
/obj/item/tool/crowbar/crystal/Initialize()
. = ..()
icon_state = initial(icon_state)
item_state = initial(item_state)