R&D Nerfs

This commit is contained in:
Fox-McCloud
2014-10-25 20:54:25 -04:00
parent c171a8b8ae
commit 097cc95bd2
7 changed files with 65 additions and 20 deletions
+1
View File
@@ -319,6 +319,7 @@
throw_range = 4
sharp = 1
edge = 1
m_amt = 10000
origin_tech = "materials=2;combat=1"
attack_verb = list("chopped", "torn", "cut")
+44 -11
View File
@@ -1442,6 +1442,37 @@ datum/design/noreactbeaker
reliability_base = 76
build_path = "/obj/item/weapon/reagent_containers/glass/beaker/noreact"
category = "Misc"
datum/design/implant_free
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
id = "implant_free"
req_tech = list("syndicate" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/freedom"
datum/design/implant_chem
name = "chemical implant"
desc = "Injects things."
id = "implant_chem"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/chem"
locked = 1
datum/design/implant_loyal
name = "loyalty implant"
desc = "Makes you loyal or such."
id = "implant_loyal"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/weapon/implant/loyalty"
locked = 1
/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
@@ -1505,6 +1536,7 @@ datum/design/rapidsyringe
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000)
build_path = "/obj/item/weapon/gun/syringe/rapidsyringe"
locked = 1
datum/design/largecrossbow
name = "Energy Crossbow"
@@ -1517,7 +1549,7 @@ datum/design/largecrossbow
datum/design/temp_gun
name = "Temperature Gun"
desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
desc = "A gun that shoots temperature bullet energy things to change temperature."//Change it if you want
id = "temp_gun"
req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
build_type = PROTOLATHE
@@ -1534,15 +1566,6 @@ datum/design/flora_gun
materials = list("$metal" = 2000, "$glass" = 500, "mutagen" = 50)
build_path = "/obj/item/weapon/gun/energy/floragun"
datum/design/portaseed
name = "Portaseeder"
desc = "An advanced hydroponics tool used for harvesting produce and extracting seeds."
id = "portaseed"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 500, "$glass" = 500)
build_path = "/obj/item/weapon/storage/bag/plants/portaseeder"
datum/design/large_grenade
name = "Large Grenade"
desc = "A grenade that affects a larger area and use larger containers."
@@ -1618,6 +1641,7 @@ datum/design/plasmapistol
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000, "$plasma" = 3000)
build_path = "/obj/item/weapon/gun/energy/toxgun"
locked = 1
/////////////////////////////////////////
/////////////////Armor///////////////////
@@ -1631,6 +1655,7 @@ datum/design/powerarmor
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/clothing/suit/space/powered
locked = 1
datum/design/powerarmor_helmet
name = "Powered armor helmet"
@@ -1640,6 +1665,7 @@ datum/design/powerarmor_helmet
build_type = PROTOLATHE
materials = list("$metal" = 3750, "$glass" = 3750, "$plasteel" = 2000)
build_path = /obj/item/clothing/head/space/powered
locked = 1
datum/design/powerarmor_gloves
name = "Powered armor gloves"
@@ -1649,6 +1675,7 @@ datum/design/powerarmor_gloves
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/gloves/powered
locked = 1
datum/design/powerarmor_boots
name = "Powered armor boots"
@@ -1658,6 +1685,7 @@ datum/design/powerarmor_boots
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/shoes/powered
locked = 1
datum/design/powerarmor_plasma
name = "Powered armor miniaturized plasma generator"
@@ -1667,6 +1695,7 @@ datum/design/powerarmor_plasma
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasma" = 4000)
build_path = /obj/item/powerarmor/power/plasma
locked = 1
datum/design/powerarmor_cell
name = "Powered armor powercell interface"
@@ -1676,6 +1705,7 @@ datum/design/powerarmor_cell
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$silver" = 4000)
build_path = /obj/item/powerarmor/power/powercell
locked = 1
datum/design/powerarmor_nuclear
name = "Powered armor miniaturized nuclear generator"
@@ -1685,6 +1715,7 @@ datum/design/powerarmor_nuclear
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$uranium" = 4000)
build_path = /obj/item/powerarmor/power/nuclear
locked = 1
datum/design/powerarmor_reactive
name = "Powered armor reactive plating"
@@ -1694,6 +1725,7 @@ datum/design/powerarmor_reactive
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$diamond" = 4000)
build_path = /obj/item/powerarmor/reactive
locked = 1
datum/design/powerarmor_servos
name = "Powered armor servos"
@@ -1703,6 +1735,7 @@ datum/design/powerarmor_servos
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/servos
locked = 1
datum/design/powerarmor_atmoseal
name = "Powered armor atmospheric seal"
@@ -1712,6 +1745,7 @@ datum/design/powerarmor_atmoseal
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/atmoseal
locked = 1
/////////////////////////////////////////
/////////////////Mining//////////////////
@@ -1854,7 +1888,6 @@ datum/design/security_hud
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/clothing/glasses/hud/security"
locked = 1
/////////////////////////////////////////
//////////////////Test///////////////////
+2 -2
View File
@@ -391,10 +391,10 @@ won't update every console in existence) but it's more of a hassle to do. Also,
new_item.investigate_log("built by [key]","singulo")
new_item.reliability = being_built.reliability
if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
/* if(being_built.locked)
if(being_built.locked)
var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
new_item.loc = L
L.name += " ([new_item.name])"*/
L.name += " ([new_item.name])"
else
new_item.loc = linked_lathe.loc
linked_lathe.busy = 0