mirror of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP.git
synced 2026-08-21 05:06:29 +01:00
- 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>
190 lines
6.3 KiB
Plaintext
190 lines
6.3 KiB
Plaintext
/*
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* Crowbar
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*/
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/obj/item/tool/crowbar
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name = "crowbar"
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desc = "Used to remove floors and to pry open doors."
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar"
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item_state = "crowbar"
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slot_flags = SLOT_BELT
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tool_behavior = TOOL_CROWBAR
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damage_force = 6
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throw_force = 7
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pry = 1
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item_state = "crowbar"
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = list(TECH_ENGINEERING = 1)
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materials_base = list(MAT_STEEL = 50)
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attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
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tool_sound = 'sound/items/crowbar.ogg'
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drop_sound = 'sound/items/drop/crowbar.ogg'
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pickup_sound = 'sound/items/pickup/crowbar.ogg'
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tool_speed = 1
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/obj/item/tool/crowbar/red
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar_red"
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item_state = "crowbar_red"
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/obj/item/tool/crowbar/bone
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name = "primitive crowbar"
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desc = "A sturdy, carved bone used to remove floors and to pry open doors."
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar_bone"
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tool_speed = 1.25
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/obj/item/tool/crowbar/bronze
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name = "bronze prybar"
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desc = "A bronze prybar. Its density probably makes it quite good at prying."
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icon = 'icons/obj/lavaland.dmi'
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icon_state = "crowbar_bronze"
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item_state = "crowbar_brass"
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/obj/item/tool/crowbar/brass
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name = "brass crowbar"
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desc = "An etched piece of brass plated metal, used to remove floors and to pry open doors."
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icon = 'icons/obj/tools.dmi'
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icon_state = "crowbar_brass"
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tool_speed = 0.75
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/obj/item/tool/crowbar/clockwork
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name = "clockwork crowbar"
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desc = "An engraved piece of compressed brass, capable of prying things up and open with un-natural ease."
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icon = 'icons/obj/clockwork.dmi'
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icon_state = "crowbar_clock"
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tool_sound = 'sound/magic/clockwork/fellowship_armory.ogg'
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tool_speed = 0.1
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/obj/item/tool/crowbar/clockwork/examine(mob/user, dist)
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. = ..()
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. += SPAN_BRASS("The handle feels almost frozen when moving to pry, cementing the hand grippping it to the handle, making leverage easier.")
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/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar
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name = "Precursor Alpha Object - Hard Light Pry Tool"
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desc = "An object which bears striking resemblence to the common crowbar. \
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It appears to also serve a similar purpose, being used for prying. Unlike \
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a crowbar, however, this object is made of some form of 'hard light'.\
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<br><br>\
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There is a visible switch on the base of the tool, which controls the \
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hard light side of the tool. When the switch is used, the shape of \
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the tool changes, with the hard light moving and making a prying motion. \
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This allows the user to pry something with no physical effort beyond keeping \
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the tool aligned while in use."
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value = CATALOGUER_REWARD_EASY
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/obj/item/tool/crowbar/alien
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name = "alien crowbar"
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desc = "A hard-light crowbar. It appears to pry by itself, without any effort required."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar)
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icon = 'icons/obj/abductor.dmi'
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tool_sound = 'sound/weapons/sonic_jackhammer.ogg'
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icon_state = "crowbar"
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tool_speed = 0.1
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origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 4)
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/obj/item/tool/crowbar/hybrid
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name = "strange crowbar"
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desc = "A crowbar whose head seems to phase in and out of view."
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_crowbar)
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icon_state = "hybcrowbar"
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tool_sound = 'sound/weapons/sonic_jackhammer.ogg'
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tool_speed = 0.4
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origin_tech = list(TECH_COMBAT = 4, TECH_ENGINEERING = 3)
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reach = 2
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/obj/item/tool/crowbar/cyborg
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name = "hydraulic crowbar"
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desc = "A hydraulic prying tool, compact but powerful. Designed to replace crowbars in industrial synthetics."
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tool_sound = 'sound/items/jaws_pry.ogg'
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damage_force = 10
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tool_speed = 0.5
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/obj/item/tool/crowbar/RIGset
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name = "integrated prybar"
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desc = "If you're seeing this, someone did a dum-dum."
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tool_sound = 'sound/items/jaws_pry.ogg'
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tool_speed = 0.7
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/obj/item/tool/crowbar/power
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name = "jaws of life"
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desc = "A set of jaws of life, compressed through the magic of science. It's fitted with a prying head."
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icon_state = "jaws_pry"
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item_state = "jawsoflife"
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materials_base = list(MAT_METAL=150, MAT_SILVER=50)
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origin_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
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tool_sound = 'sound/items/jaws_pry.ogg'
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damage_force = 15
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tool_speed = 0.25
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var/obj/item/tool/wirecutters/power/counterpart = null
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/obj/item/tool/crowbar/power/Initialize(mapload, no_counterpart = TRUE)
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. = ..()
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if(!counterpart && no_counterpart)
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counterpart = new(src, FALSE)
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counterpart.counterpart = src
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/obj/item/tool/crowbar/power/Destroy()
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if(counterpart)
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counterpart.counterpart = null // So it can qdel cleanly.
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QDEL_NULL(counterpart)
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return ..()
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/obj/item/tool/crowbar/power/attack_self(mob/user, datum/event_args/actor/actor)
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. = ..()
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if(.)
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return
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playsound(get_turf(user), 'sound/items/change_jaws.ogg', 50, 1)
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user.temporarily_remove_from_inventory(src, INV_OP_FORCE | INV_OP_SHOULD_NOT_INTERCEPT | INV_OP_SILENT)
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if(!user.put_in_active_hand(counterpart))
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counterpart.forceMove(get_turf(src))
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forceMove(counterpart)
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to_chat(user, "<span class='notice'>You attach the cutting jaws to [src].</span>")
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/*
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* Prybar
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*/
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/obj/item/tool/prybar
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name = "pry bar"
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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!"
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icon = 'icons/obj/tools_vr.dmi'
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icon_state = "prybar"
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slot_flags = SLOT_BELT
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damage_force = 4
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throw_force = 5
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pry = 1
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item_state = "crowbar"
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w_class = WEIGHT_CLASS_SMALL
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origin_tech = list(TECH_ENGINEERING = 1)
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materials_base = list(MAT_STEEL = 30)
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attack_verb = list("whapped", "smacked", "swatted", "thwacked", "hit")
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tool_sound = 'sound/items/crowbar.ogg'
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tool_speed = 1
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var/random_color = TRUE
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/obj/item/tool/prybar/red
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icon_state = "prybar_red"
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item_state = "crowbar_red"
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random_color = FALSE
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/obj/item/tool/prybar/Initialize(mapload)
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. = ..()
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if(random_color)
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icon_state = "prybar[pick("","_green","_aubergine","_blue")]"
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/obj/item/tool/crowbar/crystal
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name = "crystalline prytool"
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desc = "A crystalline prying tool of an alien make."
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icon_state = "crystal_crowbar"
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item_state = "crystal_tool"
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icon = 'icons/obj/crystal_tools.dmi'
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materials_base = list(MATERIAL_CRYSTAL = 1250)
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tool_speed = 0.2
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/obj/item/tool/crowbar/crystal/Initialize()
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. = ..()
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icon_state = initial(icon_state)
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item_state = initial(item_state)
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