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https://github.com/ParadiseSS13/Paradise.git
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Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into OrganRefactor
This commit is contained in:
@@ -357,34 +357,4 @@ datum/design/AAC
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req_tech = list("programming" = 4, "magnets" = 2)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 1000, "sacid" = 20)
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build_path = /obj/item/weapon/circuitboard/atmos_automation
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//Shield Generators//
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/datum/design/shield_gen_ex
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name = "Circuit Design (Experimental hull shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
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id = "shield_gen_ex"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_gen_ex
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/datum/design/shield_gen
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name = "Circuit Design (Experimental shield generator)"
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desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_gen
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/datum/design/shield_cap
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name = "Circuit Design (Experimental shield capacitor)"
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desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
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id = "shield_cap"
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req_tech = list("magnets" = 3, "powerstorage" = 4)
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build_type = IMPRINTER
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materials = list(MAT_GLASS = 2000, "sacid" = 20, MAT_DIAMOND = 10000, MAT_GOLD = 10000)
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build_path = /obj/item/weapon/circuitboard/shield_cap
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build_path = /obj/item/weapon/circuitboard/atmos_automation
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@@ -1,80 +0,0 @@
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/datum/artifact_effect/forcefield
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effecttype = "forcefield"
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var/list/created_field = list()
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effect_type = 4
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/datum/artifact_effect/forcefield/New()
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..()
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trigger = TRIGGER_TOUCH
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/datum/artifact_effect/forcefield/ToggleActivate()
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..()
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if(created_field.len)
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for(var/obj/effect/energy_field/F in created_field)
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created_field.Remove(F)
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qdel(F)
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else if(holder)
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var/turf/T = get_turf(holder)
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while(created_field.len < 16)
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var/obj/effect/energy_field/E = new (locate(T.x,T.y,T.z))
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created_field.Add(E)
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E.strength = 1
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E.density = 1
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E.anchored = 1
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E.invisibility = 0
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spawn(10)
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UpdateMove()
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return 1
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/datum/artifact_effect/forcefield/process()
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..()
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for(var/obj/effect/energy_field/E in created_field)
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if(E.strength < 1)
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E.Strengthen(0.15)
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else if(E.strength < 5)
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E.Strengthen(0.25)
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/datum/artifact_effect/forcefield/UpdateMove()
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if(created_field.len && holder)
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var/turf/T = get_turf(holder)
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while(created_field.len < 16)
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//for now, just instantly respawn the fields when they get destroyed
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var/obj/effect/energy_field/E = new (locate(T.x,T.y,T))
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created_field.Add(E)
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E.anchored = 1
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E.density = 1
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E.invisibility = 0
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var/obj/effect/energy_field/E = created_field[1]
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E.loc = locate(T.x + 2,T.y + 2,T.z)
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E = created_field[2]
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E.loc = locate(T.x + 2,T.y + 1,T.z)
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E = created_field[3]
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E.loc = locate(T.x + 2,T.y,T.z)
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E = created_field[4]
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E.loc = locate(T.x + 2,T.y - 1,T.z)
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E = created_field[5]
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E.loc = locate(T.x + 2,T.y - 2,T.z)
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E = created_field[6]
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E.loc = locate(T.x + 1,T.y + 2,T.z)
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E = created_field[7]
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E.loc = locate(T.x + 1,T.y - 2,T.z)
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E = created_field[8]
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E.loc = locate(T.x,T.y + 2,T.z)
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E = created_field[9]
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E.loc = locate(T.x,T.y - 2,T.z)
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E = created_field[10]
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E.loc = locate(T.x - 1,T.y + 2,T.z)
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E = created_field[11]
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E.loc = locate(T.x - 1,T.y - 2,T.z)
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E = created_field[12]
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E.loc = locate(T.x - 2,T.y + 2,T.z)
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E = created_field[13]
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E.loc = locate(T.x - 2,T.y + 1,T.z)
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E = created_field[14]
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E.loc = locate(T.x - 2,T.y,T.z)
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E = created_field[15]
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E.loc = locate(T.x - 2,T.y - 1,T.z)
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E = created_field[16]
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E.loc = locate(T.x - 2,T.y - 2,T.z)
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