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Duckberg Update:
- Uranium coins can now be produced from the mint. You can also produce more then 10 coins at a time. - Two new more advanced versions of the PACMAN type portable generator: SUPERPACMAN (runs off of uranium coins, produces ~10,000 power base; requires Materials 5 and power tech 4) and MRSPACMAN (runs off of diamond coins, produces ~20,000 power base; requires materials 6 and power tech 5). Construction nearly identical to the basic PACMAN generator. - Fixed some R&D bugs. Always forgetting something. Copy/paste is the devil. - Tweaked nuclear gun slightly. I need to make a better R&D readme one of these days... - Tier 3 stock parts added. These often require rare mateirals (such as from mining) and aren't 100% reliable. However, they do allow some machines to become quite powerful... Note: Since I forgot it in the last update: To use the generators, you have to wrench them into place over a wire connected to the powergrid you want to pump power into. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1116 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -87,8 +87,10 @@ display round(lastgen) and plasmatank amount
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/obj/machinery/power/port_gen/pacman
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name = "P.A.C.M.A.N.-type Portable Generator"
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var
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plasma_coins = 0
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coins = 0
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max_coins = 120
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coin_path = "/obj/item/weapon/coin/plasma"
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board_path = "/obj/item/weapon/circuitboard/pacman"
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New()
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..()
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@@ -98,7 +100,7 @@ display round(lastgen) and plasmatank amount
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/cable_coil(src)
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component_parts += new /obj/item/weapon/stock_parts/capacitor(src)
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component_parts += new /obj/item/weapon/circuitboard/pacman(src)
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component_parts += new board_path(src)
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RefreshParts()
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RefreshParts()
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@@ -112,29 +114,29 @@ display round(lastgen) and plasmatank amount
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for(var/obj/item/weapon/CP in component_parts)
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temp_reliability += CP.reliability
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reliability = min(round(temp_reliability / 4), 100)
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power_gen = round(5000 * (max(2, temp_rating) / 2))
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power_gen = round(initial(power_gen) * (max(2, temp_rating) / 2))
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examine()
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..()
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usr << "\blue The generator has [plasma_coins] units of fuel left, producing [power_gen] per cycle."
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usr << "\blue The generator has [coins] units of fuel left, producing [power_gen] per cycle."
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if(crit_fail) usr << "\red The generator seems to have broken down."
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HasFuel()
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if(plasma_coins)
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if(coins)
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return 1
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return 0
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UseFuel()
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if(plasma_coins)
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plasma_coins--
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if(coins)
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coins--
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return
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attackby(var/obj/item/O as obj, var/mob/user as mob)
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if(istype(O, /obj/item/weapon/coin/plasma))
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if(plasma_coins >= max_coins)
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if(istype(O, text2path(coin_path)))
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if(coins >= max_coins)
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user << "\red The generator already has it's maximum amount of fuel!"
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return
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plasma_coins++
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coins++
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user.drop_item()
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del(O)
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user << "\blue You add a coin to the generator."
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@@ -169,3 +171,15 @@ display round(lastgen) and plasmatank amount
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active = 0
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icon_state = "portgen0"
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user << "\blue The generator is off."
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/obj/machinery/power/port_gen/pacman/super
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name = "S.U.P.E.R.P.A.C.M.A.N.-type Portable Generator"
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coin_path = "/obj/item/weapon/coin/uranium"
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power_gen = 10000
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board_path = "/obj/item/weapon/circuitboard/pacman/super"
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/obj/machinery/power/port_gen/pacman/mrs
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name = "M.R.S.P.A.C.M.A.N.-type Portable Generator"
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coin_path = "/obj/item/weapon/coin/diamond"
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power_gen = 20000
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board_path = "/obj/item/weapon/circuitboard/pacman/mrs"
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