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Adds Materials to Every Autolathe and Protolathe Item (except for ammo boxes, IK mags, and Dart Boxes) (#31445)
* Holy fuck there's so much shit I'm not even done * oh god there's so many * it is done * Update autolathe_designs.dm * Update circuitboard.dm
This commit is contained in:
@@ -5,7 +5,7 @@
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name = "health sensor"
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desc = "Used for scanning and monitoring health."
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icon_state = "health"
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materials = list(MAT_METAL=800, MAT_GLASS=200)
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materials = list(MAT_METAL = 800, MAT_GLASS = 200)
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origin_tech = "magnets=1;biotech=1"
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/// Are we scanning our user's health?
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@@ -2,7 +2,7 @@
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name = "igniter"
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desc = "A small electronic device able to ignite combustible substances."
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icon_state = "igniter"
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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materials = list(MAT_METAL = 500, MAT_GLASS = 50)
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origin_tech = "magnets=1"
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var/datum/effect_system/spark_spread/sparks
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@@ -2,7 +2,7 @@
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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materials = list(MAT_METAL=1000, MAT_GLASS=500)
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materials = list(MAT_METAL = 1000, MAT_GLASS = 500)
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origin_tech = "magnets=2;materials=2"
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bomb_name = "tripwire mine"
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@@ -3,7 +3,7 @@
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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inhand_icon_state = "mousetrap"
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materials = list(MAT_METAL=100)
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materials = list(MAT_METAL = 800, MAT_GLASS = 200)
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origin_tech = "combat=1;materials=2;engineering=1"
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var/armed = FALSE
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@@ -2,7 +2,7 @@
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name = "timer"
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desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
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icon_state = "timer"
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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materials = list(MAT_METAL = 500, MAT_GLASS = 50)
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secured = FALSE
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@@ -8,6 +8,7 @@
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desc = "The incomplete body of a golem. Add ten sheets of any mineral to finish."
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var/shell_type = /obj/effect/mob_spawn/human/alive/golem
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w_class = WEIGHT_CLASS_BULKY
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materials = list(MAT_METAL = 40000)
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/obj/item/golem_shell/servant
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name = "incomplete servant golem shell"
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@@ -175,7 +175,7 @@
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inhand_icon_state = "glasses"
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flags_cover = GLASSESCOVERSEYES
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slot_flags = ITEM_SLOT_EYES
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materials = list(MAT_GLASS = 250)
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materials = list(MAT_METAL = 100, MAT_GLASS = 250)
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strip_delay = 2 SECONDS
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put_on_delay = 2.5 SECONDS
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resistance_flags = NONE
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@@ -6,6 +6,7 @@
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strip_delay = 15
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put_on_delay = 25
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resistance_flags = FLAMMABLE
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materials = list(MAT_METAL = 500, MAT_GLASS = 500)
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/obj/item/clothing/ears/earmuffs/Initialize(mapload)
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. = ..()
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@@ -13,6 +13,7 @@
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inhand_icon_state = null
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actions_types = list(/datum/action/item_action/toggle_mode)
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origin_tech = "materials=3;magnets=3;engineering=3;plasmatech=3"
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materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_PLASMA = 100)
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active_on_equip = FALSE
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var/active_on_equip_rad = FALSE
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@@ -119,6 +120,7 @@
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desc = "Used by atmospherics techs to visualize pressure, see station structure, and see underfloor objects such as cables and pipes."
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range = 2
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origin_tech = "materials=3;magnets=2;engineering=2"
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materials = list(MAT_METAL = 500, MAT_GLASS = 500)
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modes = list(MODE_NONE = MODE_PRESSURE, MODE_PRESSURE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_NONE)
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#undef MODE_NONE
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@@ -109,6 +109,7 @@
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origin_tech = "magnets=4;engineering=5;plasmatech=4"
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see_in_dark = 8
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE
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materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
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/obj/item/clothing/glasses/meson/sunglasses
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name = "meson HUD sunglasses"
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@@ -147,6 +148,7 @@
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desc = "A pair of snazzy goggles used to protect against chemical spills. Fitted with an analyzer for scanning items and reagents."
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icon_state = "science"
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origin_tech = "magnets=2;engineering=1"
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materials = list(MAT_METAL = 500, MAT_GLASS = 500)
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prescription_upgradable = TRUE
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scan_reagents = TRUE // You can see reagents while wearing science goggles
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resistance_flags = ACID_PROOF
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@@ -180,6 +182,7 @@
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see_in_dark = 8
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prescription_upgradable = TRUE
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lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_INVISIBLE //don't render darkness while wearing these
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materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_PLASMA = 350, MAT_URANIUM = 1000)
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/obj/item/clothing/glasses/night/syndicate_fake
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name = "suspicious night vision goggles"
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@@ -10,6 +10,7 @@
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var/hud_access_override = FALSE
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/// Used for debug huds at examine.dm, gives us all rights for records
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var/hud_debug = FALSE
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materials = list(MAT_METAL = 500, MAT_GLASS = 500)
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/obj/item/clothing/glasses/hud/Initialize(mapload)
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. = ..()
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@@ -16,7 +16,7 @@
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desc = "A head-mounted face cover designed to protect the wearer completely from space-arc eye."
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icon_state = "welding"
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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materials = list(MAT_METAL=1750, MAT_GLASS=400)
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materials = list(MAT_METAL = 1750, MAT_GLASS = 400)
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flash_protect = FLASH_PROTECTION_WELDER
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tint = FLASH_PROTECTION_WELDER
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can_toggle = TRUE
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@@ -9,6 +9,7 @@
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permeability_coefficient = 0.50
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actions_types = list(/datum/action/item_action/adjust)
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resistance_flags = NONE
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materials = list(MAT_METAL = 300, MAT_GLASS = 200)
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/mask.dmi',
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"Unathi" = 'icons/mob/clothing/species/unathi/mask.dmi',
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@@ -90,7 +90,7 @@
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icon_state = "muzzle_secure"
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mute = MUZZLE_MUTE_NONE
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security_lock = TRUE
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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materials = list(MAT_METAL = 500, MAT_GLASS = 50)
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sprite_sheets = list(
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"Vox" = 'icons/mob/clothing/species/vox/mask.dmi',
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@@ -37,6 +37,7 @@
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name = "stethoscope"
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desc = "An outdated medical apparatus, used to get a rough idea of the condition of the heart and lungs. It also makes you look like you know what you're doing."
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icon_state = "stethoscope"
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materials = list(MAT_METAL = 500)
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/obj/item/clothing/neck/stethoscope/attack__legacy__attackchain(mob/living/carbon/human/M, mob/living/user)
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if(!ishuman(M) || !isliving(user))
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@@ -9,6 +9,7 @@
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strip_delay = 7 SECONDS
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put_on_delay = 7 SECONDS
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resistance_flags = FIRE_PROOF
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materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
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var/magboot_state = "magboots"
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var/magpulse = FALSE
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var/slowdown_active = 2
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@@ -189,6 +190,7 @@
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desc = "These experimental boots try to get around the restrictions of magboots by installing miniature gravitational generators in the soles. Sadly, power hungry, and needs a gravitational anomaly core."
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icon_state = "gravboots0"
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origin_tech = "materials=6;magnets=6;engineering=6"
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materials = list(MAT_SILVER = 4000, MAT_TITANIUM = 6000, MAT_URANIUM = 4000, MAT_PLASMA = 4000)
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actions_types = list(/datum/action/item_action/toggle, /datum/action/item_action/gravity_jump) //In other news, combining magboots with jumpboots is a mess
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strip_delay = 10 SECONDS
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put_on_delay = 10 SECONDS
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@@ -422,7 +422,7 @@
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name = "prep bowl"
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desc = "A bowl for mixing, or tossing a salad. Not to be eaten out of"
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icon_state = "bowl"
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materials = list(MAT_PLASTIC = 500)
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materials = list(MAT_METAL = 400, MAT_GLASS = 100)
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removal_penalty = 2
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/obj/item/reagent_containers/cooking/icecream_bowl
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@@ -8,6 +8,7 @@
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desc = "A prototype modular receiver and trigger assembly for a firearm."
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icon = 'icons/obj/improvised.dmi'
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icon_state = "receiver"
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materials = list(MAT_METAL = 15000)
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/obj/item/weaponcrafting/stock
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name = "rifle stock"
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@@ -32,83 +33,97 @@
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desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into an advanced energy gun."
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origin_tech = "combat=4;magnets=4;powerstorage=4"
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outcome = /obj/item/gun/energy/gun/nuclear
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materials = list(MAT_METAL = 10000, MAT_GLASS = 2000, MAT_URANIUM = 3000, MAT_TITANIUM = 1000)
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/obj/item/weaponcrafting/gunkit/tesla
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name = "arc revolver parts kit"
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desc = "A suitcase containing the necessary gun parts to construct a arc revolver around a laser rifle. Handle with care."
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origin_tech = "combat=5;materials=5;powerstorage=5"
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materials = list(MAT_METAL = 10000, MAT_GLASS = 10000, MAT_SILVER = 10000)
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outcome = /obj/item/gun/energy/arc_revolver
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/obj/item/weaponcrafting/gunkit/xray
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name = "x-ray laser gun parts kit"
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desc = "A suitcase containing the necessary gun parts to turn a laser gun into a x-ray laser gun. Do not point most parts directly towards face."
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origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
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materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
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outcome = /obj/item/gun/energy/xray
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/obj/item/weaponcrafting/gunkit/ion
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name = "ion carbine parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into a ion carbine."
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origin_tech = "combat=4;magnets=4"
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materials = list(MAT_SILVER = 6000, MAT_METAL = 8000, MAT_URANIUM = 2000)
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outcome = /obj/item/gun/energy/ionrifle/carbine
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/obj/item/weaponcrafting/gunkit/temperature
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name = "temperature gun parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard energy gun into a temperature gun. Fantastic at birthday parties and killing indigenious populations of Ash Walkers."
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origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
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materials = list(MAT_METAL = 5000, MAT_GLASS = 500, MAT_SILVER = 3000)
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outcome = /obj/item/gun/energy/temperature
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/obj/item/weaponcrafting/gunkit/decloner
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name = "decloner parts kit"
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desc = "An uttery baffling array of gun parts and technology that somehow turns an energy gun into a decloner. Haircut not included."
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origin_tech = "combat=4;materials=4;biotech=5;plasmatech=6"
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materials = list(MAT_GOLD = 5000, MAT_URANIUM = 10000)
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outcome = /obj/item/gun/energy/decloner
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/obj/item/weaponcrafting/gunkit/ebow
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name = "energy crossbow parts kit"
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desc = "Highly illegal weapons refurbishment kit that allows you to turn a laser gun into a near-duplicate energy crossbow. Almost like the real thing!"
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origin_tech = "combat=4;magnets=4;syndicate=2"
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materials = list(MAT_METAL = 5000, MAT_GLASS = 1500, MAT_URANIUM = 1500, MAT_SILVER = 1500)
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outcome = /obj/item/gun/energy/kinetic_accelerator/crossbow/large
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/obj/item/weaponcrafting/gunkit/immolator
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name = "immolator laser gun parts kit"
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desc = "Take a perfectly functioning laser gun. Butcher the inside of the gun so it runs hot and mean. You now have a immolator laser. You monster."
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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materials = list(MAT_METAL = 4000, MAT_GLASS = 1000, MAT_SILVER = 3000, MAT_PLASMA = 2000)
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outcome = /obj/item/gun/energy/immolator
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/obj/item/weaponcrafting/gunkit/accelerator
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name = "accelerator laser cannon parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard laser gun into an accelerator laser cannon."
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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materials = list(MAT_METAL = 10000, MAT_GLASS = 3000, MAT_DIAMOND = 3000)
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outcome = /obj/item/gun/energy/lasercannon
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/obj/item/weaponcrafting/gunkit/lwap
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name = "lwap laser sniper parts kit"
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desc = "A suitcase containing the necessary gun parts to transform an laser gun into an advanced piercing laser sniper. Now with wall hacks!"
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origin_tech = "combat=6;magnets=6;powerstorage=4"
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materials = list(MAT_METAL = 15000, MAT_GLASS = 8000, MAT_GOLD = 5000, MAT_DIAMOND = 8000)
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outcome = /obj/item/gun/energy/lwap
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/obj/item/weaponcrafting/gunkit/plasma
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name = "plasma pistol parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard laser gun into a plasma pistol. Wort, wort, wort!"
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_PLASMA = 3000)
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outcome = /obj/item/gun/energy/plasma_pistol
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/obj/item/weaponcrafting/gunkit/sparker
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name = "\improper SPRK-12 pistol parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a mini energy gun into a SPRK-12 pistol. Double or nothing!"
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origin_tech = "combat=4;magnets=4;powerstorage=3"
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materials = list(MAT_METAL = 2500, MAT_GLASS = 1000, MAT_SILVER = 1500)
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outcome = /obj/item/gun/energy/sparker
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/obj/item/weaponcrafting/gunkit/u_ionsilencer
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name = "u-ion silencer parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard disabler into a silenced and lethal disabling weapon. Look officer, he has no wounds from me!"
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origin_tech = "combat=6;magnets=6;syndicate=2"
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materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
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outcome = /obj/item/gun/energy/disabler/silencer
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/obj/item/weaponcrafting/gunkit/chemical_flamethrower
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name = "extended chemical flamethrower parts kit"
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desc = "A suitcase containing the necessary gun parts to transform a standard chemical flamethrower into a version that can accept two cartridges instead of one."
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origin_tech = "combat=5;engineering=6;plasmatech=4"
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materials = list(MAT_TITANIUM = 7000, MAT_METAL = 13000, MAT_GOLD = 1000)
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outcome = /obj/item/chemical_flamethrower/extended
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/obj/item/weaponcrafting/gunkit/universal_gun_kit
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@@ -2,6 +2,7 @@
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name = "sample collection kit"
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desc = "A sterile cotton swab and test tube for collecting samples."
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icon_state = "swab"
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materials = list(MAT_METAL = 500, MAT_GLASS = 250)
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/// currently in machine
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var/dispenser = FALSE
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/// gunshot residue data
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||||
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||||
@@ -16,6 +16,7 @@
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amount_per_transfer_from_this = 50
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volume = 50
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icon_state = "bluespaceshotglass"
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materials = list(MAT_METAL = 1000, MAT_BLUESPACE = 500)
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/obj/item/reagent_containers/drinks/drinkingglass/shotglass/bluespace/update_name()
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||||
. = ..()
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||||
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||||
@@ -270,7 +270,7 @@
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name = "shaker"
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desc = "A metal shaker to mix drinks in."
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||||
icon_state = "shaker"
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materials = list(MAT_METAL=1500)
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||||
materials = list(MAT_METAL = 1500)
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||||
amount_per_transfer_from_this = 10
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volume = 100
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var/shaking = FALSE
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||||
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||||
@@ -571,7 +571,7 @@
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name = "plant data disk"
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||||
desc = "A disk for storing plant genetic data."
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||||
icon_state = "datadisk_hydro"
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materials = list(MAT_METAL=30, MAT_GLASS=10)
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materials = list(MAT_METAL = 200, MAT_GLASS = 100)
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||||
var/ui_name = "Empty Disk"
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||||
var/is_bulk_core = FALSE
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||||
var/read_only = 0 //Well, it's still a floppy disk
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||||
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||||
@@ -140,6 +140,7 @@
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||||
inhand_icon_state = "charge_mega"
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||||
smoke_amount = 5
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||||
boom_sizes = list(4, 6, 8)
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||||
materials = list(MAT_METAL = 4000, MAT_PLASMA = 6000, MAT_URANIUM = 1000)
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||||
|
||||
/obj/item/storage/backpack/duffel/miningcharges/populate_contents()
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for(var/i in 1 to 5)
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||||
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@@ -93,6 +93,7 @@
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hitsound = 'sound/weapons/drill.ogg'
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usesound = 'sound/weapons/drill.ogg'
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origin_tech = "materials=2;powerstorage=2;engineering=3"
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materials = list(MAT_METAL = 6000, MAT_GLASS = 1000)
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||||
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/obj/item/pickaxe/drill/cyborg
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||||
name = "cyborg mining drill"
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||||
@@ -104,6 +105,7 @@
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||||
desc = "Yours is the drill that will pierce the heavens!"
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||||
icon_state = "diamonddrill"
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||||
origin_tech = "materials=6;powerstorage=4;engineering=4"
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||||
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000)
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||||
toolspeed = 0.2
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||||
|
||||
/// This is the BORG version!
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||||
@@ -117,6 +119,7 @@
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||||
desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls."
|
||||
icon_state = "jackhammer"
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||||
origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4"
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 2000, MAT_SILVER = 2000, MAT_DIAMOND = 6000)
|
||||
digsound = list('sound/weapons/sonic_jackhammer.ogg')
|
||||
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
|
||||
usesound = 'sound/weapons/sonic_jackhammer.ogg'
|
||||
|
||||
@@ -32,6 +32,7 @@
|
||||
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone (or something) walks over it."
|
||||
icon_state = "resonator_u"
|
||||
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
|
||||
materials = list(MAT_METAL = 4000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_URANIUM = 1000)
|
||||
fieldlimit = 6
|
||||
quick_burst_mod = 1
|
||||
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
icon = 'icons/obj/assemblies.dmi'
|
||||
icon_state = "mmi_empty"
|
||||
origin_tech = "biotech=2;programming=3;engineering=2"
|
||||
materials = list(MAT_METAL = 1000, MAT_GLASS = 500)
|
||||
new_attack_chain = TRUE
|
||||
|
||||
//Revised. Brainmob is now contained directly within object of transfer. MMI in this case.
|
||||
|
||||
@@ -4,3 +4,4 @@
|
||||
icon = 'icons/obj/module.dmi'
|
||||
icon_state = "cyborg_upgrade1"
|
||||
origin_tech = "programming=3;biotech=2;engineering=2"
|
||||
materials = list(MAT_METAL = 200)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
var/searching_icon = "boris_recharging"
|
||||
var/occupied_icon = "boris"
|
||||
origin_tech = "biotech=3;programming=3;plasmatech=2"
|
||||
materials = list(MAT_METAL = 1700, MAT_GLASS = 1350, MAT_GOLD = 500)
|
||||
req_access = list(ACCESS_ROBOTICS)
|
||||
mecha = null//This does not appear to be used outside of reference in mecha.dm.
|
||||
var/searching = FALSE
|
||||
|
||||
@@ -251,28 +251,34 @@
|
||||
name = "binary communication device"
|
||||
desc = "A module used for binary communications over encrypted frequencies, commonly used by synthetic robots."
|
||||
icon_state = "binary_translator"
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 1000)
|
||||
|
||||
/obj/item/robot_parts/robot_component/actuator
|
||||
name = "actuator"
|
||||
desc = "A modular, hydraulic actuator used by robots for movement and manipulation."
|
||||
icon_state = "actuator"
|
||||
materials = list(MAT_METAL = 3500)
|
||||
|
||||
/obj/item/robot_parts/robot_component/armour
|
||||
name = "armour plating"
|
||||
desc = "A pair of flexible, adaptable armor plates, used to protect the internals of robots."
|
||||
icon_state = "armor_plating"
|
||||
materials = list(MAT_METAL = 5000)
|
||||
|
||||
/obj/item/robot_parts/robot_component/camera
|
||||
name = "camera"
|
||||
desc = "A modified camera module used as a visual receptor for robots and exosuits, also serving as a relay for wireless video feed."
|
||||
icon_state = "camera"
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 1000)
|
||||
|
||||
/obj/item/robot_parts/robot_component/diagnosis_unit
|
||||
name = "diagnosis unit"
|
||||
desc = "An internal computer and sensors used by robots and exosuits to accurately diagnose any system discrepancies on their components."
|
||||
icon_state = "diagnosis_unit"
|
||||
materials = list(MAT_METAL = 3500)
|
||||
|
||||
/obj/item/robot_parts/robot_component/radio
|
||||
name = "radio"
|
||||
desc = "A modular, multi-frequency radio used by robots and exosuits to enable communication systems. Comes with built-in subspace receivers."
|
||||
icon_state = "radio"
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 1000)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/item/mod/construction
|
||||
desc = "A part used in MOD construction. You could insert it into a MOD shell."
|
||||
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
|
||||
materials = list(MAT_METAL = 5000)
|
||||
|
||||
/obj/item/mod/construction/helmet
|
||||
name = "MOD helmet"
|
||||
@@ -42,6 +43,7 @@
|
||||
name = "MOD external plating"
|
||||
desc = "External plating used to finish a MOD control unit."
|
||||
icon_state = "standard-plating"
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000)
|
||||
var/datum/mod_theme/theme = /datum/mod_theme/standard
|
||||
|
||||
/obj/item/mod/construction/plating/Initialize(mapload)
|
||||
@@ -53,33 +55,43 @@
|
||||
|
||||
/obj/item/mod/construction/plating/engineering
|
||||
theme = /datum/mod_theme/engineering
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_GOLD = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/obj/item/mod/construction/plating/atmospheric
|
||||
theme = /datum/mod_theme/atmospheric
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_TITANIUM = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/obj/item/mod/construction/plating/medical
|
||||
theme = /datum/mod_theme/medical
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/obj/item/mod/construction/plating/security
|
||||
theme = /datum/mod_theme/security
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/obj/item/mod/construction/plating/cosmohonk
|
||||
theme = /datum/mod_theme/cosmohonk
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_BANANIUM = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/// I want to add a way to get the rarer modsuit types, that is limited. A low chance for traders to have plating for it seems interesting
|
||||
/obj/item/mod/construction/plating/rescue
|
||||
theme = /datum/mod_theme/rescue
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_SILVER = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/// Continued from above, none of these are steal objectives, and only the CE or RD one comes pre-installed with modules. You are getting the protection / speed / looks of these hardsuits, but no special modules.
|
||||
/obj/item/mod/construction/plating/safeguard
|
||||
theme = /datum/mod_theme/safeguard
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
/// This may be a bad idea. I think this is an interesting idea. And you still need robotics to build it, and traders can charge as much for it as they want. Also with ones like the CE modsuit, it is the flagship mod. That means it is sold a lot.
|
||||
/obj/item/mod/construction/plating/advanced
|
||||
theme = /datum/mod_theme/advanced
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 2000, MAT_PLASMA = 2000)
|
||||
|
||||
/// Don't think people will want the RD one though, it is as slow as shit. Anyway, here it is. Surely this will not end poorly.
|
||||
/obj/item/mod/construction/plating/research
|
||||
theme = /datum/mod_theme/research
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 1000, MAT_URANIUM = 2000, MAT_PLASMA = 1000)
|
||||
|
||||
#define START_STEP "start"
|
||||
#define CORE_STEP "core"
|
||||
@@ -95,6 +107,7 @@
|
||||
name = "MOD shell"
|
||||
desc = "The core housing and support structure for a MOD suit, with numerous plugs and connectors for attaching additional components."
|
||||
icon_state = "mod-construction_start"
|
||||
materials = list(MAT_METAL = 10000, MAT_PLASMA = 5000)
|
||||
var/obj/item/core
|
||||
var/obj/item/helmet
|
||||
var/obj/item/chestplate
|
||||
|
||||
@@ -138,6 +138,7 @@
|
||||
desc = "An intricate piece of machinery that creates a holographic video call with another MODlink-compatible device. Essentially a video necklace."
|
||||
icon_state = "modlink"
|
||||
actions_types = list(/datum/action/item_action/call_link)
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000, MAT_GOLD = 500)
|
||||
/// The installed power cell.
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
/// The MODlink datum we operate.
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
desc = "This one-use skin applier will add a skin to MODsuits of a specific type. This one applies to standard modsuits."
|
||||
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
|
||||
icon_state = "skinapplier"
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 3000, MAT_PLASMA = 1000)
|
||||
var/skin = "civilian"
|
||||
var/compatible_theme = /datum/mod_theme/standard
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
name = "MOD module"
|
||||
icon = 'icons/obj/clothing/modsuit/mod_modules.dmi'
|
||||
icon_state = "module"
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 5000)
|
||||
/// If it can be removed
|
||||
var/removable = TRUE
|
||||
/// If it's passive, togglable, usable or active
|
||||
@@ -349,6 +350,7 @@
|
||||
name = "MOD anomaly locked module"
|
||||
desc = "A form of a module, locked behind an anomalous core to function."
|
||||
incompatible_modules = list(/obj/item/mod/module/anomaly_locked)
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
|
||||
/// The core item the module runs off.
|
||||
var/obj/item/assembly/signaler/anomaly/core
|
||||
/// Accepted types of anomaly cores.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
complexity = 2
|
||||
use_power_cost = DEFAULT_CHARGE_DRAIN * 200
|
||||
incompatible_modules = list(/obj/item/mod/module/pathfinder)
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
/// The pathfinding implant.
|
||||
var/obj/item/bio_chip/mod/implant
|
||||
|
||||
|
||||
@@ -245,6 +245,7 @@
|
||||
/// The suit's size before the module is installed.
|
||||
var/old_size
|
||||
origin_tech = "materials=6;bluespace=5;syndicate=1" //Printable at illegals 2, so only one level.
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
|
||||
/obj/item/mod/module/plate_compression/on_install()
|
||||
old_size = mod.w_class
|
||||
@@ -274,6 +275,7 @@
|
||||
incompatible_modules = list(/obj/item/mod/module/stealth)
|
||||
cooldown_time = 10 SECONDS
|
||||
origin_tech = "combat=6;materials=6;powerstorage=5;bluespace=5;syndicate=2" //Printable at 3
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
|
||||
/// Whether or not the cloak turns off on bumping.
|
||||
var/bumpoff = TRUE
|
||||
/// The alpha applied when the cloak is on.
|
||||
@@ -352,6 +354,7 @@
|
||||
incompatible_modules = list(/obj/item/mod/module/status_readout)
|
||||
tgui_id = "status_readout"
|
||||
origin_tech = "combat=6;biotech=6;syndicate=1"
|
||||
materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
|
||||
|
||||
/obj/item/mod/module/status_readout/add_ui_data()
|
||||
. = ..()
|
||||
|
||||
@@ -50,6 +50,7 @@
|
||||
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
|
||||
incompatible_modules = list(/obj/item/mod/module/magboot)
|
||||
cooldown_time = 0.5 SECONDS
|
||||
materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
|
||||
/// Slowdown added onto the suit.
|
||||
var/slowdown_active = 0.5
|
||||
|
||||
@@ -84,6 +85,7 @@
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1 //Lowered from 0.3 due to no protection.
|
||||
incompatible_modules = list(/obj/item/mod/module/rad_protection)
|
||||
tgui_id = "rad_counter"
|
||||
materials = list(MAT_URANIUM = 2500, MAT_GLASS = 5000)
|
||||
|
||||
/obj/item/mod/module/rad_protection/add_ui_data()
|
||||
. = ..()
|
||||
@@ -104,6 +106,7 @@
|
||||
use_power_cost = DEFAULT_CHARGE_DRAIN
|
||||
incompatible_modules = list(/obj/item/mod/module/tether)
|
||||
cooldown_time = 4 SECONDS
|
||||
materials = list(MAT_METAL = 4500, MAT_SILVER = 1500, MAT_GOLD = 2500)
|
||||
|
||||
/obj/item/mod/module/tether/on_use()
|
||||
if(has_gravity(get_turf(src)))
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
icon_state = "storage"
|
||||
complexity = 3
|
||||
incompatible_modules = list(/obj/item/mod/module/storage, /obj/item/mod/module/plate_compression)
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 10000)
|
||||
/// Max weight class of items in the storage.
|
||||
var/max_w_class = WEIGHT_CLASS_NORMAL
|
||||
/// Max combined weight of all items in the storage.
|
||||
@@ -62,6 +63,7 @@
|
||||
icon_state = "storage_large"
|
||||
max_combined_w_class = 21
|
||||
max_items = 14
|
||||
materials = list(MAT_METAL = 2500, MAT_URANIUM = 10000)
|
||||
|
||||
/obj/item/mod/module/storage/syndicate
|
||||
name = "MOD syndicate storage module"
|
||||
@@ -72,6 +74,7 @@
|
||||
max_combined_w_class = 30
|
||||
max_items = 21
|
||||
origin_tech = "materials=6;bluespace=5;syndicate=2"
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
|
||||
|
||||
/obj/item/mod/module/storage/belt
|
||||
name = "MOD case storage module"
|
||||
@@ -126,6 +129,7 @@
|
||||
cooldown_time = 0.5 SECONDS
|
||||
overlay_state_inactive = "module_jetpack"
|
||||
overlay_state_active = "module_jetpack_on"
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
/// Do we stop the wearer from gliding in space.
|
||||
var/stabilize = TRUE
|
||||
var/thrust_callback
|
||||
@@ -191,6 +195,7 @@
|
||||
However, it will take from the suit's power to do so."
|
||||
icon_state = "empshield"
|
||||
origin_tech = "materials=6;bluespace=5;syndicate=2"
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
complexity = 1
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
|
||||
incompatible_modules = list(/obj/item/mod/module/emp_shield, /obj/item/mod/module/dna_lock)
|
||||
@@ -215,6 +220,7 @@
|
||||
cooldown_time = 0.5 SECONDS
|
||||
overlay_state_active = "module_light_on"
|
||||
light_color = COLOR_WHITE
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 5000)
|
||||
///The light power for the mod
|
||||
var/mod_light_range = 4
|
||||
///The light range for the mod
|
||||
@@ -352,6 +358,7 @@
|
||||
however, this incredibly sensitive module is shorted out by EMPs. Luckily, stable mutagen has been outlawed."
|
||||
icon_state = "dnalock"
|
||||
origin_tech = "materials=6;bluespace=5;syndicate=1"
|
||||
materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000)
|
||||
module_type = MODULE_USABLE
|
||||
complexity = 2
|
||||
use_power_cost = DEFAULT_CHARGE_DRAIN * 3
|
||||
@@ -450,6 +457,7 @@
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
|
||||
incompatible_modules = list(/obj/item/mod/module/plasma_stabilizer)
|
||||
overlay_state_inactive = "module_plasma"
|
||||
materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
|
||||
|
||||
/obj/item/mod/module/plasma_stabilizer/on_equip()
|
||||
ADD_TRAIT(mod.wearer, TRAIT_NOSELFIGNITION_HEAD_ONLY, MODSUIT_TRAIT)
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
overlay_state_active = "module_defibrillator_active"
|
||||
incompatible_modules = list(/obj/item/mod/module/defibrillator)
|
||||
cooldown_time = 0.5 SECONDS
|
||||
materials = list(MAT_METAL = 10000, MAT_GLASS = 4000, MAT_SILVER = 2000)
|
||||
|
||||
/obj/item/mod/module/defibrillator/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -122,6 +123,7 @@
|
||||
incompatible_modules = list(/obj/item/mod/module/monitor)
|
||||
cooldown_time = 0.5 SECONDS
|
||||
allow_flags = MODULE_ALLOW_INACTIVE
|
||||
materials = list(MAT_METAL = 1500, MAT_GLASS = 3000)
|
||||
var/datum/ui_module/crew_monitor/mod/crew_monitor
|
||||
|
||||
|
||||
|
||||
@@ -113,6 +113,7 @@
|
||||
complexity = 2
|
||||
incompatible_modules = list(/obj/item/mod/module/active_sonar)
|
||||
cooldown_time = 7.5 SECONDS //come on man this is discount thermals, it doesnt need a 15 second cooldown
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
|
||||
/obj/item/mod/module/active_sonar/on_use()
|
||||
. = ..()
|
||||
@@ -295,6 +296,7 @@
|
||||
complexity = 1
|
||||
overlay_state_inactive = "module_smoke_grenade"
|
||||
dispense_type = /obj/item/grenade/smokebomb
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12050, MAT_GOLD = 2000, MAT_PLASMA = 5000)
|
||||
|
||||
/obj/item/mod/module/dispenser/smoke/on_use()
|
||||
var/obj/item/grenade/smokebomb/grenade = ..()
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
use_power_cost = DEFAULT_CHARGE_DRAIN
|
||||
incompatible_modules = list(/obj/item/mod/module/bikehorn)
|
||||
cooldown_time = 1 SECONDS
|
||||
materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000)
|
||||
|
||||
/obj/item/mod/module/bikehorn/on_use()
|
||||
. = ..()
|
||||
@@ -31,6 +32,7 @@
|
||||
complexity = 1
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.2
|
||||
incompatible_modules = list(/obj/item/mod/module/waddle)
|
||||
materials = list(MAT_METAL = 2500, MAT_BANANIUM = 2000)
|
||||
|
||||
/obj/item/mod/module/waddle/on_suit_activation()
|
||||
mod.boots.AddComponent(/datum/component/squeak, list('sound/effects/clownstep1.ogg' = 1, 'sound/effects/clownstep2.ogg' = 1), 50, falloff_exponent = 20) //die off quick please
|
||||
|
||||
@@ -121,6 +121,7 @@
|
||||
incompatible_modules = list(/obj/item/mod/module/drill)
|
||||
cooldown_time = 0.5 SECONDS
|
||||
overlay_state_active = "module_drill"
|
||||
materials = list(MAT_METAL = 12500, MAT_DIAMOND = 4000)
|
||||
|
||||
/obj/item/mod/module/drill/on_activation()
|
||||
. = ..()
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
|
||||
incompatible_modules = list(/obj/item/mod/module/visor)
|
||||
cooldown_time = 0.5 SECONDS
|
||||
materials = list(MAT_SILVER = 2500, MAT_GLASS = 5000)
|
||||
/// The HUD type given by the visor.
|
||||
var/hud_type
|
||||
/// The trait given by the visor.
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
desc = "The cornerstone of any customer service job. You feel an unending urge to ring it. It looks like it can be wrenched or screwdrivered."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "desk_bell"
|
||||
materials = list(MAT_METAL = 4000)
|
||||
/// The amount of times this bell has been rang, used to check the chance it breaks
|
||||
var/times_rang = 0
|
||||
/// Is this bell broken?
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
desc = "A combined label printer, applicator, and remover, all in a single portable device. Designed to be easy to operate and use."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "labeler0"
|
||||
materials = list(MAT_METAL = 150, MAT_GLASS = 150)
|
||||
var/label = null
|
||||
var/labels_left = 30
|
||||
var/mode = LABEL_MODE_OFF
|
||||
|
||||
@@ -535,6 +535,7 @@ GLOBAL_LIST_INIT(SpookyGhosts, list("ghost","shade","shade2","ghost-narsie","hor
|
||||
name = "digital camera"
|
||||
desc = "A digital camera."
|
||||
digital = TRUE
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 300)
|
||||
var/list/datum/picture/saved_pictures = list()
|
||||
var/max_storage = 10
|
||||
|
||||
|
||||
@@ -1187,5 +1187,6 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/machinery/power/apc/unbuilt, 24, 24)
|
||||
inhand_icon_state = "electronic"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
origin_tech = "engineering=2;programming=1"
|
||||
materials = list(MAT_METAL = 100, MAT_GLASS = 100)
|
||||
flags = CONDUCT
|
||||
usesound = 'sound/items/deconstruct.ogg'
|
||||
|
||||
@@ -399,6 +399,7 @@ GLOBAL_LIST_INIT(cable_coil_recipes, list (new/datum/stack_recipe/cable_restrain
|
||||
name = "heavy duty cable coil"
|
||||
singular_name = "heavy duty cable"
|
||||
icon = 'icons/obj/cable_coils/heavy_duty.dmi'
|
||||
materials = list(MAT_METAL = 30, MAT_GLASS = 30)
|
||||
color = null
|
||||
cable_type = /obj/structure/cable/extra_insulated
|
||||
cable_merge_id = CABLE_MERGE_HIGH_POWER
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
icon = 'icons/obj/power.dmi'
|
||||
icon_state = "cell"
|
||||
origin_tech = "powerstorage=1"
|
||||
materials = list(MAT_METAL = 700, MAT_GLASS = 50)
|
||||
force = 5
|
||||
throwforce = 5
|
||||
throw_range = 5
|
||||
@@ -180,7 +181,7 @@
|
||||
origin_tech = "powerstorage=2"
|
||||
icon_state = "hcell"
|
||||
maxcharge = 10000
|
||||
materials = list(MAT_GLASS = 60)
|
||||
materials = list(MAT_METAL = 700, MAT_GLASS = 60)
|
||||
rating = 3
|
||||
chargerate = 1500
|
||||
|
||||
@@ -201,7 +202,7 @@
|
||||
origin_tech = "powerstorage=3;materials=3"
|
||||
icon_state = "scell"
|
||||
maxcharge = 20000
|
||||
materials = list(MAT_GLASS = 300)
|
||||
materials = list(MAT_METAL = 700, MAT_GLASS = 300)
|
||||
rating = 4
|
||||
chargerate = 2000
|
||||
|
||||
@@ -217,7 +218,7 @@
|
||||
icon_state = "hpcell"
|
||||
inhand_icon_state = "scell"
|
||||
maxcharge = 30000
|
||||
materials = list(MAT_GLASS = 400)
|
||||
materials = list(MAT_METAL = 700, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 400)
|
||||
rating = 5
|
||||
chargerate = 3000
|
||||
|
||||
@@ -232,7 +233,7 @@
|
||||
origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4"
|
||||
icon_state = "bscell"
|
||||
maxcharge = 40000
|
||||
materials = list(MAT_GLASS = 600)
|
||||
materials = list(MAT_METAL = 800, MAT_GOLD = 120, MAT_GLASS = 600, MAT_DIAMOND = 160, MAT_TITANIUM = 300, MAT_BLUESPACE = 100)
|
||||
rating = 6
|
||||
chargerate = 4000
|
||||
|
||||
@@ -254,7 +255,7 @@
|
||||
icon_state = "icell"
|
||||
origin_tech = "powerstorage=7"
|
||||
maxcharge = 30000
|
||||
materials = list(MAT_GLASS=1000)
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 12000, MAT_GOLD = 6000, MAT_TITANIUM = 6000, MAT_URANIUM = 6000, MAT_DIAMOND = 6000, MAT_BLUESPACE = 6000) // If you actually get this and recycle it, it better be worth it.
|
||||
rating = 6
|
||||
chargerate = 30000
|
||||
self_recharge = TRUE
|
||||
|
||||
@@ -209,6 +209,7 @@
|
||||
/obj/item/grenade/nuclear_starter
|
||||
name = "Neutronic Agitator"
|
||||
desc = "A throwable device capable of inducing an artificial startup in rod chambers. Won't do anything for chambers not positioned correctly, or chambers without any rods inserted."
|
||||
materials = list(MAT_METAL = 2000, MAT_PLASMA = 2000, MAT_GOLD = 2000)
|
||||
|
||||
/obj/item/grenade/nuclear_starter/deconstruct(disassembled)
|
||||
qdel(src)
|
||||
@@ -386,6 +387,7 @@
|
||||
icon_state = "datadisk5"
|
||||
drop_sound = 'sound/items/handling/disk_drop.ogg'
|
||||
pickup_sound = 'sound/items/handling/disk_pickup.ogg'
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 2000, MAT_URANIUM = 500, MAT_GOLD = 400)
|
||||
new_attack_chain = TRUE
|
||||
|
||||
// MARK: Chamber Doors
|
||||
|
||||
@@ -189,6 +189,7 @@
|
||||
projectile_type = /obj/projectile/bullet/pellet
|
||||
pellets = 6
|
||||
variance = 25
|
||||
materials = list(MAT_METAL = 4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/rubbershot
|
||||
name = "rubbershot shell"
|
||||
@@ -197,14 +198,14 @@
|
||||
projectile_type = /obj/projectile/bullet/pellet/rubber
|
||||
pellets = 6
|
||||
variance = 25
|
||||
materials = list(MAT_METAL=4000)
|
||||
materials = list(MAT_METAL = 4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/beanbag
|
||||
name = "beanbag slug"
|
||||
desc = "A 12 gauge shell loaded with a beanbag slug for less-lethal takedowns."
|
||||
icon_state = "beanbag"
|
||||
projectile_type = /obj/projectile/bullet/weakbullet
|
||||
materials = list(MAT_METAL=250)
|
||||
materials = list(MAT_METAL = 250)
|
||||
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
|
||||
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
||||
|
||||
@@ -238,6 +239,7 @@
|
||||
icon_state = "incendiary"
|
||||
projectile_type = /obj/projectile/bullet/incendiary/shell
|
||||
muzzle_flash_color = LIGHT_COLOR_FIRE
|
||||
materials = list(MAT_METAL = 4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/frag12
|
||||
name = "\improper FRAG-12 slug"
|
||||
@@ -272,6 +274,7 @@
|
||||
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
|
||||
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
||||
muzzle_flash_color = LIGHT_COLOR_DARKRED
|
||||
materials = list(MAT_METAL = 4000, MAT_GLASS = 4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/lasershot
|
||||
name = "lasershot"
|
||||
@@ -289,6 +292,7 @@
|
||||
desc = "An empty 12 gauge shell, ready to be loaded with all manner of projectiles."
|
||||
icon_state = "techshell"
|
||||
projectile_type = null
|
||||
materials = list(MAT_METAL = 4000, MAT_GLASS = 200)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
@@ -298,6 +302,7 @@
|
||||
projectile_type = /obj/projectile/bullet/dart
|
||||
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_NORMAL
|
||||
muzzle_flash_range = MUZZLE_FLASH_RANGE_NORMAL
|
||||
materials = list(MAT_METAL = 4000)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/Initialize(mapload)
|
||||
. = ..()
|
||||
|
||||
@@ -271,6 +271,7 @@
|
||||
multiload = 0
|
||||
slow_loading = TRUE
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
materials = list(MAT_METAL = 10000)
|
||||
///A var to check if the mag is being loaded
|
||||
var/being_loaded = FALSE
|
||||
/// There are two reloading processes ongoing so cancel them
|
||||
@@ -611,7 +612,7 @@
|
||||
name = "DL-88 charge pack"
|
||||
desc = "One-use charge pack for the DL-88 energy revolver."
|
||||
icon_state = "handgun_ammo_battery"
|
||||
materials = list(MAT_METAL = 20000)
|
||||
materials = list(MAT_METAL = 20000, MAT_GLASS = 6000)
|
||||
var/charge = 1000
|
||||
|
||||
// Overwrite description so shells aren't displayed
|
||||
|
||||
@@ -408,6 +408,7 @@
|
||||
icon = 'icons/obj/objects.dmi'
|
||||
icon_state = "modkit"
|
||||
origin_tech = "programming=2;materials=2;magnets=4"
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_GOLD = 1500, MAT_URANIUM = 1000)
|
||||
require_module = TRUE
|
||||
module_type = /obj/item/robot_module/miner
|
||||
usesound = 'sound/items/screwdriver.ogg'
|
||||
@@ -555,6 +556,7 @@
|
||||
//AoE blasts
|
||||
/obj/item/borg/upgrade/modkit/aoe
|
||||
modifier = 0
|
||||
materials = list(MAT_METAL = 8000, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_DIAMOND = 2000)
|
||||
var/turf_aoe = FALSE
|
||||
var/stats_stolen = FALSE
|
||||
|
||||
|
||||
@@ -130,6 +130,7 @@
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
|
||||
origin_tech = "materials=2;biotech=4"
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 500)
|
||||
modifystate = 1
|
||||
ammo_x_offset = 1
|
||||
selfcharge = TRUE
|
||||
@@ -239,6 +240,7 @@
|
||||
icon_state = "plasmacutter"
|
||||
inhand_icon_state = "plasmacutter"
|
||||
origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 500, MAT_PLASMA = 400)
|
||||
needs_permit = FALSE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
@@ -299,6 +301,7 @@
|
||||
inhand_icon_state = "adv_plasmacutter"
|
||||
modifystate = "adv_plasmacutter"
|
||||
origin_tech = "combat=3;materials=4;magnets=3;plasmatech=4;engineering=2"
|
||||
materials = list(MAT_METAL = 3000, MAT_GLASS = 1000, MAT_PLASMA = 2000, MAT_GOLD = 500)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
|
||||
force = 15
|
||||
|
||||
@@ -322,6 +325,7 @@
|
||||
icon_state = "wormhole_projector1"
|
||||
inhand_icon_state = null
|
||||
origin_tech = "combat=4;bluespace=6;plasmatech=4;engineering=4"
|
||||
materials = list(MAT_SILVER = 2000, MAT_METAL = 5000, MAT_DIAMOND = 2000, MAT_BLUESPACE = 3000)
|
||||
charge_delay = 5
|
||||
selfcharge = TRUE
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange)
|
||||
@@ -621,6 +625,7 @@
|
||||
worn_icon_state = "bsg"
|
||||
inhand_icon_state = "bsg"
|
||||
origin_tech = "combat=6;materials=6;powerstorage=6;bluespace=6;magnets=6" //cutting edge technology, be my guest if you want to deconstruct one instead of use it.
|
||||
materials = list(MAT_METAL = 12000, MAT_GLASS = 2000, MAT_SILVER = 4000, MAT_PLASMA = 4000, MAT_TITANIUM = 4000, MAT_BLUESPACE = 6000)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bsg)
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
container_type = REFILLABLE | AMOUNT_VISIBLE
|
||||
temperature_min = 270
|
||||
temperature_max = 350
|
||||
materials = list(MAT_TITANIUM = 3000, MAT_GLASS = 1000)
|
||||
var/delay = 10
|
||||
var/ignore_flags = FALSE
|
||||
var/applied_amount = 8 // How much it applies
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
amount_per_transfer_from_this = 1
|
||||
possible_transfer_amounts = list(1, 2, 3, 4, 5)
|
||||
volume = 5
|
||||
materials = list(MAT_GLASS = 2000)
|
||||
/// How long it takes to drip the contents into someone's eyes.
|
||||
var/mob_drip_delay = 3 SECONDS
|
||||
|
||||
|
||||
@@ -232,7 +232,7 @@
|
||||
name = "large beaker"
|
||||
desc = "A large glass beaker with twice the capacity of a normal beaker."
|
||||
icon_state = "beakerlarge"
|
||||
materials = list(MAT_GLASS=2500)
|
||||
materials = list(MAT_GLASS = 2500)
|
||||
volume = 100
|
||||
possible_transfer_amounts = list(5,10,15,25,30,50,100)
|
||||
|
||||
@@ -241,7 +241,7 @@
|
||||
desc = "A small glass vial, often used by virologists of the 25th century."
|
||||
icon_state = "vial"
|
||||
belt_icon = "vial"
|
||||
materials = list(MAT_GLASS=250)
|
||||
materials = list(MAT_GLASS = 250)
|
||||
volume = 25
|
||||
possible_transfer_amounts = list(5,10,15,25)
|
||||
can_assembly = 0
|
||||
@@ -260,7 +260,7 @@
|
||||
name = "cryostasis beaker"
|
||||
desc = "A cryostasis beaker that allows for chemical storage without reactions."
|
||||
icon_state = "beakernoreact"
|
||||
materials = list(MAT_METAL=3000)
|
||||
materials = list(MAT_METAL = 3000)
|
||||
origin_tech = "materials=2;engineering=3;plasmatech=3"
|
||||
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
||||
|
||||
@@ -272,7 +272,7 @@
|
||||
name = "bluespace beaker"
|
||||
desc = "A bleeding-edge beaker that uses experimental bluespace technology to store massive quantities of liquid."
|
||||
icon_state = "beakerbluespace"
|
||||
materials = list(MAT_GLASS=3000)
|
||||
materials = list(MAT_GLASS = 3000, MAT_PLASMA = 3000, MAT_DIAMOND = 250, MAT_BLUESPACE = 250)
|
||||
volume = 300
|
||||
possible_transfer_amounts = list(5,10,15,25,30,50,100,300)
|
||||
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
||||
@@ -296,7 +296,7 @@
|
||||
desc = "Useful for moving liquids, or having a helmet in the zombie apocalypse."
|
||||
icon = 'icons/obj/janitor.dmi'
|
||||
icon_state = "bucket"
|
||||
materials = list(MAT_METAL=200)
|
||||
materials = list(MAT_METAL = 400)
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
amount_per_transfer_from_this = 20
|
||||
possible_transfer_amounts = list(5,10,15,20,25,30,50,80,100,120)
|
||||
|
||||
@@ -12,6 +12,7 @@
|
||||
resistance_flags = ACID_PROOF
|
||||
container_type = OPENCONTAINER
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
/// If TRUE, the hypospray can inject any clothing without TRAIT_HYPOSPRAY_IMMUNE.
|
||||
var/penetrate_thick = FALSE
|
||||
/// If TRUE, the hypospray isn't blocked by suits with TRAIT_HYPOSPRAY_IMMUNE.
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
display_contents_with_number = TRUE
|
||||
use_to_pickup = TRUE
|
||||
origin_tech = "engineering=1"
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000)
|
||||
|
||||
/obj/item/storage/conveyor/bluespace
|
||||
name = "bluespace conveyor belt placer"
|
||||
@@ -22,6 +23,7 @@
|
||||
storage_slots = 50
|
||||
max_combined_w_class = 200 //50 belts
|
||||
origin_tech = "engineering=2;bluespace=1"
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000, MAT_SILVER = 500)
|
||||
|
||||
/obj/item/storage/conveyor/attackby__legacy__attackchain(obj/item/I, mob/user, params) //So we can link belts en masse
|
||||
if(istype(I, /obj/item/conveyor_switch_construct))
|
||||
|
||||
@@ -424,6 +424,7 @@ GLOBAL_LIST_EMPTY(conveyor_switches)
|
||||
desc = "A conveyor belt assembly, used for the assembly of conveyor belt systems.<br>\
|
||||
<span class='notice'><b>Use</b> the assembly on the ground to finalize it.<br>\
|
||||
Use a <b>conveyor belt switch</b> on the assembly to link them.</span>"
|
||||
materials = list(MAT_METAL = 5000)
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/id
|
||||
|
||||
@@ -459,6 +460,7 @@ GLOBAL_LIST_EMPTY(conveyor_switches)
|
||||
<b>Use</b> the assembly on the ground to finalize it.<span>"
|
||||
icon = 'icons/obj/recycling.dmi'
|
||||
icon_state = "switch"
|
||||
materials = list(MAT_METAL = 450, MAT_GLASS = 190)
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
var/id
|
||||
|
||||
|
||||
@@ -272,6 +272,7 @@
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
flags = CONDUCT
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
materials = list(MAT_METAL = 250, MAT_GLASS = 150)
|
||||
///Value of the tag
|
||||
var/currTag = 1
|
||||
//The whole system for the sort_type var is determined based on the order of this list,
|
||||
|
||||
@@ -84,6 +84,7 @@
|
||||
desc = "An experimental suit of armour, awaiting installation of an anomaly core."
|
||||
icon_state = "reactiveoff"
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
materials = list(MAT_PLASMA = 8000, MAT_TITANIUM = 14000, MAT_BLUESPACE = 6000)
|
||||
|
||||
/obj/item/reactive_armour_shell/attackby__legacy__attackchain(obj/item/I, mob/user, params)
|
||||
var/static/list/anomaly_armour_types = list(
|
||||
|
||||
@@ -243,7 +243,7 @@
|
||||
desc = "Metal + Glass"
|
||||
id = "rglass"
|
||||
build_type = AUTOLATHE | SMELTER
|
||||
materials = list(MAT_METAL = 1000, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
||||
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
|
||||
build_path = /obj/item/stack/sheet/rglass
|
||||
category = list("initial","Construction")
|
||||
maxstack = 50
|
||||
@@ -261,7 +261,7 @@
|
||||
name = "Compressed Matter Cartridge"
|
||||
id = "rcd_ammo"
|
||||
build_type = AUTOLATHE
|
||||
materials = list(MAT_METAL = 16000, MAT_GLASS=8000)
|
||||
materials = list(MAT_METAL = 16000, MAT_GLASS = 8000)
|
||||
build_path = /obj/item/rcd_ammo
|
||||
category = list("initial","Construction")
|
||||
|
||||
@@ -405,7 +405,7 @@
|
||||
name = "Cultivator"
|
||||
id = "cultivator"
|
||||
build_type = AUTOLATHE
|
||||
materials = list(MAT_METAL=200)
|
||||
materials = list(MAT_METAL = 200)
|
||||
build_path = /obj/item/cultivator
|
||||
category = list("initial","Miscellaneous")
|
||||
|
||||
|
||||
@@ -211,6 +211,7 @@
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_TITANIUM = 250)
|
||||
category = list("Equipment")
|
||||
|
||||
/datum/design/alienwrench
|
||||
name = "Alien Wrench"
|
||||
desc = "An advanced wrench obtained through Abductor technology."
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -2,6 +2,16 @@
|
||||
////////////Medical Tools////////////////
|
||||
/////////////////////////////////////////
|
||||
|
||||
/datum/design/reagent_scanner
|
||||
name = "Reagent Scanner"
|
||||
desc = "A device for identifying chemicals."
|
||||
id = "reagent_scanner"
|
||||
req_tech = list("magnets" = 2, "plasmatech" = 2)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL = 300, MAT_GLASS = 200)
|
||||
build_path = /obj/item/reagent_scanner
|
||||
category = list("Medical")
|
||||
|
||||
/datum/design/adv_reagent_scanner
|
||||
name = "Advanced Reagent Scanner"
|
||||
desc = "A device for identifying chemicals and their proportions."
|
||||
@@ -207,16 +217,6 @@
|
||||
build_path = /obj/item/stack/synthetic_skin/level_3
|
||||
category = list("Medical")
|
||||
|
||||
/datum/design/reagent_scanner
|
||||
name = "Reagent Scanner"
|
||||
desc = "A device for identifying chemicals."
|
||||
id = "reagent_scanner"
|
||||
req_tech = list("magnets" = 2, "plasmatech" = 2)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL = 300, MAT_GLASS = 200)
|
||||
build_path = /obj/item/reagent_scanner
|
||||
category = list("Medical")
|
||||
|
||||
/datum/design/scalpel_laser1
|
||||
name = "Basic Laser Scalpel"
|
||||
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks basic and could be improved."
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
id = "diskplantgene"
|
||||
req_tech = list("programming" = 4, "biotech" = 3)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=200, MAT_GLASS=100)
|
||||
materials = list(MAT_METAL = 200, MAT_GLASS = 100)
|
||||
build_path = /obj/item/disk/plantgene
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
id = "safetymuzzle"
|
||||
req_tech = list("materials" = 1)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=500, MAT_GLASS=50)
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
|
||||
build_path = /obj/item/clothing/mask/muzzle/safety
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
id = "shockmuzzle"
|
||||
req_tech = list("materials" = 1, "engineering" = 1)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=500, MAT_GLASS=50)
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 50)
|
||||
build_path = /obj/item/clothing/mask/muzzle/safety/shock
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -118,7 +118,7 @@
|
||||
id = "datadisk"
|
||||
req_tech = list("programming" = 3, "biotech" = 2)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=300, MAT_GLASS=100)
|
||||
materials = list(MAT_METAL = 300, MAT_GLASS = 100)
|
||||
build_path = /obj/item/disk/data
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
id = "emergencyoxygen"
|
||||
req_tech = list("toxins" = 3)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=500, MAT_GLASS=100)
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 100)
|
||||
build_path = /obj/item/tank/internals/emergency_oxygen/empty
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -138,7 +138,7 @@
|
||||
id = "extendedoxygen"
|
||||
req_tech = list("toxins" = 4)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=800, MAT_GLASS=100)
|
||||
materials = list(MAT_METAL = 800, MAT_GLASS = 100)
|
||||
build_path = /obj/item/tank/internals/emergency_oxygen/engi/empty
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -148,7 +148,7 @@
|
||||
id = "doubleoxygen"
|
||||
req_tech = list("toxins" = 5)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=1500, MAT_GLASS=200)
|
||||
materials = list(MAT_METAL = 1500, MAT_GLASS = 200)
|
||||
build_path = /obj/item/tank/internals/emergency_oxygen/double/empty
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -158,7 +158,7 @@
|
||||
id = "oxygentank"
|
||||
req_tech = list("toxins" = 5)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=3000, MAT_GLASS=500)
|
||||
materials = list(MAT_METAL = 3000, MAT_GLASS = 500)
|
||||
build_path = /obj/item/tank/internals/oxygen/empty
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -179,6 +179,6 @@
|
||||
id = "autochef_remote"
|
||||
req_tech = list("programming" = 3, "bluespace" = 3, "materials" = 3)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL=3000)
|
||||
materials = list(MAT_METAL = 3000)
|
||||
build_path = /obj/item/autochef_remote
|
||||
category = list("Miscellaneous")
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
id = "decloner"
|
||||
req_tech = list("combat" = 5, "materials" = 5, "biotech" = 6, "plasmatech" = 7)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_GOLD = 5000,MAT_URANIUM = 10000)
|
||||
materials = list(MAT_GOLD = 5000, MAT_URANIUM = 10000)
|
||||
build_path = /obj/item/weaponcrafting/gunkit/decloner
|
||||
category = list("Weapons")
|
||||
|
||||
|
||||
@@ -430,7 +430,6 @@ datum/tech/robotics
|
||||
name = "\improper Component Design Disk"
|
||||
desc = "A disk for storing device design data for construction in lathes."
|
||||
icon_state = "datadisk2"
|
||||
materials = list(MAT_METAL=100, MAT_GLASS=100)
|
||||
var/datum/design/blueprint
|
||||
// I'm doing this so that disk paths with pre-loaded designs don't get weird names
|
||||
// Otherwise, I'd use "initial()"
|
||||
|
||||
@@ -8,12 +8,14 @@
|
||||
flags = CONDUCT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
tool_behaviour = TOOL_DISSECTOR
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500)
|
||||
|
||||
/obj/item/dissector/upgraded
|
||||
name = "\improper Improved Dissection Manager"
|
||||
desc = "An advanced handheld device that assists with the preparation and removal of non-standard alien organs. This one has had several improvements applied to it."
|
||||
icon_state = "dissector_upgrade"
|
||||
toolspeed = 0.6
|
||||
materials = list(MAT_METAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 1500, MAT_GOLD = 2000)
|
||||
|
||||
// allows for perfect pristine organ extraction. Only available from non-lavaland abductor tech
|
||||
/obj/item/dissector/alien
|
||||
@@ -22,6 +24,7 @@
|
||||
icon_state = "dissector_alien"
|
||||
origin_tech = "abductor=3"
|
||||
toolspeed = 0.2
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 4500, MAT_DIAMOND = 3000, MAT_TITANIUM = 4000, MAT_PLASMA = 4000)
|
||||
|
||||
/obj/item/dissector/Initialize(mapload)
|
||||
. = ..()
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
icon_state = "toolkit_generic"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle)
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 1500, MAT_SILVER = 1500)
|
||||
|
||||
var/list/items_list = list()
|
||||
// Used to store a list of all items inside, for multi-item implants.
|
||||
@@ -282,6 +283,7 @@
|
||||
desc = "An alien toolset, designed to be installed on subject's arm."
|
||||
icon_state = "toolkit_engineering"
|
||||
origin_tech = "materials=5;engineering=5;plasmatech=5;powerstorage=4;abductor=3"
|
||||
materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000)
|
||||
contents = newlist(/obj/item/screwdriver/abductor, /obj/item/wirecutters/abductor, /obj/item/crowbar/abductor, /obj/item/wrench/abductor, /obj/item/weldingtool/abductor, /obj/item/multitool/abductor)
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt)
|
||||
augment_icon = "toolkit_engi"
|
||||
@@ -299,6 +301,7 @@
|
||||
desc = "A set of alien janitorial tools, designed to be installed on subject's arm."
|
||||
icon_state = "toolkit_janitor"
|
||||
origin_tech = "materials=5;engineering=5;biotech=5;powerstorage=4;abductor=2"
|
||||
materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000)
|
||||
contents = newlist(/obj/item/mop/advanced/abductor, /obj/item/soap/syndie/abductor, /obj/item/lightreplacer/bluespace/abductor, /obj/item/holosign_creator/janitor, /obj/item/melee/flyswatter/abductor, /obj/item/reagent_containers/spray/cleaner/safety/abductor)
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt)
|
||||
augment_icon = "toolkit_jani"
|
||||
@@ -312,6 +315,7 @@
|
||||
desc = "An alien surgical toolset, designed to be installed on the subject's arm."
|
||||
icon_state = "toolkit_surgical"
|
||||
origin_tech = "materials=5;engineering=5;plasmatech=5;powerstorage=4;abductor=2"
|
||||
materials = list(MAT_METAL = 20000, MAT_SILVER = 10000, MAT_PLASMA = 9000, MAT_TITANIUM = 8000, MAT_DIAMOND = 8000)
|
||||
contents = newlist(/obj/item/retractor/alien, /obj/item/hemostat/alien, /obj/item/bonesetter/alien, /obj/item/scalpel/laser/alien, /obj/item/circular_saw/alien, /obj/item/bonegel/alien, /obj/item/fix_o_vein/alien, /obj/item/surgicaldrill/alien)
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle/abductor_belt)
|
||||
augment_icon = "toolkit_med"
|
||||
@@ -462,6 +466,7 @@
|
||||
desc = "An implant commonly installed inside IPCs in order to allow them to easily collect energy from their environment."
|
||||
icon_state = "toolkit_ipc"
|
||||
origin_tech = "materials=3;biotech=2;powerstorage=3"
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
|
||||
contents = newlist(/obj/item/apc_powercord)
|
||||
requires_robotic_bodypart = TRUE
|
||||
|
||||
@@ -685,6 +690,7 @@
|
||||
icon_state = "razorwire"
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle/razorwire)
|
||||
origin_tech = "combat=5;biotech=5;syndicate=2"
|
||||
materials = list(MAT_METAL = 5000, MAT_SILVER = 2000, MAT_DIAMOND = 2000, MAT_BLUESPACE = 2000)
|
||||
stealth_level = 1 // Hidden from health analyzers
|
||||
augment_icon = "razor" // Note: By default the autosurgeons apply the highest level of cover plating.
|
||||
do_extra_render = TRUE
|
||||
@@ -800,6 +806,7 @@
|
||||
name = "vortex feedback arm implant"
|
||||
desc = "An implant, that when deployed surrounds the users arm in armor and circuitry, allowing them to redirect nearby projectiles with feedback from the vortex anomaly core."
|
||||
origin_tech = "combat=6;magnets=6;biotech=6;engineering=6"
|
||||
materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 10000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "v1_arm"
|
||||
parent_organ = "l_arm" //Left arm by default
|
||||
@@ -928,6 +935,7 @@
|
||||
name = "vortex feedback arm implant frame"
|
||||
desc = "An implant awaiting installation of a vortex anomaly core."
|
||||
icon_state = "v1_arm"
|
||||
materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 10000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
|
||||
|
||||
/obj/item/v1_arm_shell/attackby__legacy__attackchain(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/assembly/signaler/anomaly/vortex))
|
||||
@@ -941,12 +949,11 @@
|
||||
name = "strong-arm empowered musculature implant"
|
||||
desc = "When implanted, this cybernetic implant will enhance the muscles of the arm to deliver more power-per-action. Only has to be installed in one arm."
|
||||
icon_state = "muscle_imp"
|
||||
|
||||
parent_organ = "l_arm" //Left arm by default
|
||||
slot = "l_arm_device"
|
||||
|
||||
actions_types = list()
|
||||
augment_icon = "strongarm"
|
||||
materials = list(MAT_GOLD = 5000, MAT_METAL = 10000, MAT_TITANIUM = 3000, MAT_BLUESPACE = 2000)
|
||||
var/datum/martial_art/muscle_implant/muscle_implant
|
||||
|
||||
/obj/item/organ/internal/cyberimp/arm/muscle/Initialize(mapload)
|
||||
@@ -1041,6 +1048,7 @@
|
||||
name = "'Naginata' mantis blade implants"
|
||||
desc = "A powerful and concealable mantis blade with a monomolecular edge, produced by Cybersun Industries. Cuts through flesh and armor alike with ease."
|
||||
origin_tech = "materials=5;combat=5;biotech=5;syndicate=4"
|
||||
materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 3000, MAT_DIAMOND = 4000)
|
||||
contents = newlist(/obj/item/melee/mantis_blade/syndicate)
|
||||
icon_state = "syndie_mantis"
|
||||
icon = 'icons/obj/weapons/melee.dmi'
|
||||
@@ -1054,6 +1062,7 @@
|
||||
name = "'Scylla' mantis blade implant"
|
||||
desc = "A reverse-engineered mantis blade design produced by Nanotrasen. While still quite deadly, the loss of the monomolecular blade has drastically reduced its armor penetration capability."
|
||||
origin_tech = "materials=5;combat=5;biotech=5;syndicate=4"
|
||||
materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_GOLD = 2000, MAT_TITANIUM = 3000, MAT_DIAMOND = 4000)
|
||||
contents = newlist(/obj/item/melee/mantis_blade/nt)
|
||||
icon_state = "mantis"
|
||||
icon = 'icons/obj/weapons/melee.dmi'
|
||||
|
||||
@@ -17,6 +17,7 @@
|
||||
name = "HUD implant"
|
||||
desc = "These cybernetic eyes will display a HUD over everything you see. Maybe."
|
||||
slot = "eye_hud"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 500)
|
||||
var/HUD_type = 0
|
||||
/// A list of extension kinds added to the examine text. Things like medical or security records.
|
||||
|
||||
@@ -74,6 +75,7 @@
|
||||
desc = "These cybernetic eye implants will display a filth HUD over everything you see."
|
||||
icon_state = "eye_implant_janitor"
|
||||
origin_tech = "materials=4;engineering=4;biotech=4"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 750, MAT_GOLD = 750)
|
||||
aug_message = "You scan for filth spots around you..."
|
||||
HUD_type = DATA_HUD_JANITOR
|
||||
|
||||
@@ -82,5 +84,6 @@
|
||||
desc = "These cybernetic eye implants will display a botanical HUD over everything you see."
|
||||
icon_state = "eye_implant_hydro"
|
||||
origin_tech = "materials=4;magnets=4;biotech=4"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 700, MAT_GOLD = 500)
|
||||
aug_message = "You scan for non-plastic plants around you..."
|
||||
HUD_type = DATA_HUD_HYDROPONIC
|
||||
|
||||
@@ -30,6 +30,7 @@
|
||||
icon_state = "brain_implant"
|
||||
implant_overlay = "brain_implant_overlay"
|
||||
parent_organ = "head"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 1000)
|
||||
|
||||
/obj/item/organ/internal/cyberimp/brain/emp_act(severity)
|
||||
if(!owner || emp_proof)
|
||||
@@ -130,6 +131,7 @@
|
||||
name = "Hardened Anti-drop implant"
|
||||
desc = "A military-grade version of the standard implant, for NT's more elite forces."
|
||||
origin_tech = "materials=6;programming=5;biotech=5"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 500, MAT_GOLD = 1000)
|
||||
emp_proof = TRUE
|
||||
|
||||
/obj/item/organ/internal/cyberimp/brain/anti_stam
|
||||
@@ -239,6 +241,7 @@
|
||||
implant_color = "#DEDE00"
|
||||
slot = "brain_clownvoice"
|
||||
origin_tech = "materials=2;biotech=2"
|
||||
materials = list(MAT_METAL = 200, MAT_GLASS = 200, MAT_BANANIUM = 200)
|
||||
|
||||
/obj/item/organ/internal/cyberimp/brain/clown_voice/insert(mob/living/carbon/M, special = FALSE)
|
||||
..()
|
||||
@@ -297,6 +300,7 @@
|
||||
implant_color = "#fff782"
|
||||
slot = "brain_wire_interface"
|
||||
origin_tech = "materials=5;programming=4;biotech=4"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 400, MAT_GOLD = 400)
|
||||
|
||||
/obj/item/organ/internal/cyberimp/brain/wire_interface/insert(mob/living/carbon/M, special = FALSE)
|
||||
..()
|
||||
@@ -335,6 +339,7 @@
|
||||
emp_proof = TRUE
|
||||
actions_types = list(/datum/action/item_action/organ_action/toggle/sensory_enhancer)
|
||||
origin_tech = "combat=6;biotech=6;syndicate=4"
|
||||
materials = list(MAT_METAL = 10000, MAT_SILVER = 2000, MAT_PLASMA = 10000, MAT_DIAMOND = 4000, MAT_BLUESPACE = 4000)
|
||||
augment_icon = "sandy"
|
||||
always_show_augment = TRUE // A bit too big and bright to hide with synthetic skin.
|
||||
///The icon state used for the on mob sprite. Default is sandy. Drask and vox have their own unique sprites
|
||||
@@ -591,6 +596,7 @@
|
||||
slot = "breathing_tube"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
origin_tech = "materials=2;biotech=3"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 250)
|
||||
augment_icon = "breathing_tube"
|
||||
|
||||
/obj/item/organ/internal/cyberimp/mouth/breathing_tube/render()
|
||||
@@ -625,6 +631,7 @@
|
||||
var/disabled_by_emp = FALSE
|
||||
slot = "stomach"
|
||||
origin_tech = "materials=2;powerstorage=2;biotech=2"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 500)
|
||||
augment_icon = "nutripump"
|
||||
|
||||
/obj/item/organ/internal/cyberimp/chest/nutriment/examine(mob/user)
|
||||
@@ -682,6 +689,7 @@
|
||||
hunger_threshold = NUTRITION_LEVEL_HUNGRY
|
||||
poison_amount = 10
|
||||
origin_tech = "materials=4;powerstorage=3;biotech=3"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_GOLD = 500, MAT_URANIUM = 750)
|
||||
augment_icon = "nutripump_adv"
|
||||
|
||||
/obj/item/organ/internal/cyberimp/chest/nutriment/hardened
|
||||
@@ -698,6 +706,7 @@
|
||||
icon_state = "reviver_implant"
|
||||
implant_overlay = null
|
||||
origin_tech = "materials=5;programming=5;biotech=6"
|
||||
materials = list(MAT_METAL = 800, MAT_GLASS = 800, MAT_GOLD = 300, MAT_URANIUM = 500)
|
||||
slot = "heartdrive"
|
||||
augment_icon = "reviver"
|
||||
/// How long the implant will go on cooldown for once the user has exited crit, in seconds.
|
||||
@@ -898,6 +907,7 @@
|
||||
implant_overlay = null
|
||||
slot = "bluespace_anchor"
|
||||
origin_tech = "bluespace=6;biotech=4"
|
||||
materials = list(MAT_METAL = 10000, MAT_BLUESPACE = 2000)
|
||||
|
||||
/obj/item/organ/internal/cyberimp/chest/bluespace_anchor/insert(mob/living/carbon/M, special = FALSE)
|
||||
..()
|
||||
@@ -941,6 +951,7 @@
|
||||
desc = "This implant reworks the IPC frame, in order to incorporate materials that return to their original shape after being damaged. Requires power to function."
|
||||
implant_color = "#0ac0d8"
|
||||
origin_tech = "materials=4;programming=4;biotech=4;magnets=4;engineering=4"
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
slot = "stomach" //Can't have a nutriment pump with it.
|
||||
requires_machine_person = TRUE
|
||||
|
||||
@@ -968,6 +979,7 @@
|
||||
desc = "This is a basetype. Notify a coder!"
|
||||
implant_color = "#eeff00"
|
||||
origin_tech = "materials=5;programming=4;biotech=4"
|
||||
materials = list(MAT_METAL = 12500, MAT_SILVER = 12000, MAT_GOLD = 2500, MAT_PLASMA = 5000)
|
||||
slot = "joints"
|
||||
requires_machine_person = TRUE
|
||||
|
||||
@@ -1054,6 +1066,7 @@
|
||||
desc = "This implant acts on mindflayer nanobots like smoke does to bees, rendering them significantly more docile."
|
||||
implant_color = COLOR_BLACK
|
||||
origin_tech = "materials=4;programming=4;biotech=5;combat=4;"
|
||||
materials = list(MAT_METAL = 10000, MAT_SILVER = 8000, MAT_GOLD = 3000, MAT_PLASMA = 10000)
|
||||
|
||||
/obj/item/organ/internal/cyberimp/chest/ipc_joints/flayer_pacification/insert(mob/living/carbon/M, special)
|
||||
..()
|
||||
@@ -1069,6 +1082,7 @@
|
||||
desc = "This implant emulates the functions of a gastrointestinal system, allowing IPCs to eat and experience taste."
|
||||
implant_color = "#d8780a"
|
||||
origin_tech = "materials=2;powerstorage=2;biotech=2"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_GOLD = 500)
|
||||
slot = "gastrointestinal"
|
||||
requires_machine_person = TRUE
|
||||
|
||||
|
||||
@@ -33,6 +33,7 @@
|
||||
icon_state = "ears-c"
|
||||
desc = "a basic cybernetic designed to mimic the operation of ears."
|
||||
origin_tech = "biotech=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
status = ORGAN_ROBOT
|
||||
|
||||
/obj/item/organ/internal/ears/cybernetic/emp_act(severity)
|
||||
|
||||
@@ -115,6 +115,7 @@
|
||||
icon_state = "eyes-c"
|
||||
desc = "An electronic device designed to mimic the functions of a pair of human eyes. It has no benefits over organic eyes, but is easy to produce."
|
||||
origin_tech = "biotech=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
status = ORGAN_ROBOT
|
||||
can_be_colorblind = FALSE // I PRINTED 400 PAIRS OF NEW EYES TO CURE COLORBLIND KIDS! -Space Beast
|
||||
var/flash_intensity = 1
|
||||
@@ -135,6 +136,7 @@
|
||||
eye_color = "#199900"
|
||||
lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
|
||||
origin_tech = "materials=4;engineering=4;biotech=4;magnets=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500, MAT_GOLD = 300)
|
||||
|
||||
/obj/item/organ/internal/eyes/cybernetic/meson/insert(mob/living/carbon/human/M, special = FALSE)
|
||||
ADD_TRAIT(M, TRAIT_MESON_VISION, "meson_vision[UID()]")
|
||||
@@ -151,6 +153,7 @@
|
||||
see_in_dark = 8
|
||||
vision_flags = SEE_MOBS | SEE_OBJS | SEE_TURFS
|
||||
origin_tech = "materials=4;programming=4;biotech=7;magnets=4"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000, MAT_BLUESPACE = 1000)
|
||||
|
||||
/obj/item/organ/internal/eyes/cybernetic/xray/hardened
|
||||
name = "hardened X-ray eyes"
|
||||
@@ -169,6 +172,7 @@
|
||||
flash_protect = FLASH_PROTECTION_SENSITIVE
|
||||
see_in_dark = 8
|
||||
origin_tech = "materials=5;programming=4;biotech=4;magnets=4;syndicate=1"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000)
|
||||
|
||||
/obj/item/organ/internal/eyes/cybernetic/thermals/hardened
|
||||
name = "hardened thermal eyes"
|
||||
@@ -183,6 +187,7 @@
|
||||
eye_color = "#6f00ff"
|
||||
flash_protect = FLASH_PROTECTION_EXTRA_SENSITIVE
|
||||
origin_tech = "materials=5;programming=4;biotech=4;magnets=4"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 600, MAT_SILVER = 600, MAT_GOLD = 600, MAT_PLASMA = 1000, MAT_DIAMOND = 2000)
|
||||
var/scope_range = 0.8 //Only used in initialize. Greatly nerfed zoom range, since you are not taking the time zoom delay the lwap has.
|
||||
var/active = FALSE
|
||||
|
||||
@@ -247,6 +252,7 @@
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
eye_color = "#101010"
|
||||
origin_tech = "materials=4;biotech=3;engineering=4;plasmatech=3"
|
||||
materials = list(MAT_METAL = 600, MAT_GLASS = 400)
|
||||
flash_intensity = 3
|
||||
|
||||
/obj/item/organ/internal/eyes/cybernetic/shield/hardened
|
||||
|
||||
@@ -192,6 +192,7 @@
|
||||
dead_icon = "heart-c-off"
|
||||
status = ORGAN_ROBOT
|
||||
organ_datums = list(/datum/organ/heart, /datum/organ/battery)
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
|
||||
/obj/item/organ/internal/heart/cybernetic/upgraded
|
||||
name = "upgraded cybernetic heart"
|
||||
@@ -199,6 +200,7 @@
|
||||
icon_state = "heart-c-u-on"
|
||||
base_icon_state = "heart-c-u"
|
||||
dead_icon = "heart-c-u-off"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500)
|
||||
var/attempted_restart = FALSE
|
||||
|
||||
/obj/item/organ/internal/heart/cybernetic/upgraded/insert(mob/living/carbon/M, special = FALSE)
|
||||
|
||||
@@ -11,6 +11,7 @@
|
||||
icon_state = "kidneys-c"
|
||||
desc = "An electronic device designed to mimic the functions of human kidneys. It has no benefits over a pair of organic kidneys, but is easy to produce."
|
||||
origin_tech = "biotech=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
status = ORGAN_ROBOT
|
||||
|
||||
/obj/item/organ/internal/kidneys/cybernetic/upgraded
|
||||
|
||||
@@ -55,4 +55,5 @@
|
||||
icon_state = "liver-c"
|
||||
desc = "An electronic device designed to mimic the functions of a human liver. It has no benefits over an organic liver, but is easy to produce."
|
||||
origin_tech = "biotech=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
status = ORGAN_ROBOT
|
||||
|
||||
@@ -55,6 +55,7 @@
|
||||
desc = "A cybernetic version of the lungs found in traditional humanoid entities. It functions the same as an organic lung and is merely meant as a replacement."
|
||||
icon_state = "lungs-c"
|
||||
origin_tech = "biotech=4"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500)
|
||||
status = ORGAN_ROBOT
|
||||
var/species_state = "default"
|
||||
var/list/possible = list("default" = /datum/organ/lungs, "vox" = /datum/organ/lungs/vox, "plasmamen" = /datum/organ/lungs/plasmamen)
|
||||
@@ -87,6 +88,7 @@
|
||||
desc = "A more advanced version of the stock cybernetic lungs. They are capable of filtering out lower levels of toxins and carbon dioxide."
|
||||
icon_state = "lungs-c-u"
|
||||
origin_tech = "biotech=5"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 500, MAT_SILVER = 500)
|
||||
organ_datums = list(/datum/organ/lungs/advanced_cyber)
|
||||
|
||||
/obj/item/organ/internal/lungs/cybernetic/upgraded/configure_species(new_species_state)
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
encased = null
|
||||
status = ORGAN_ROBOT
|
||||
emp_resistant = TRUE
|
||||
materials = list(MAT_METAL = 15000, MAT_GLASS = 5000)
|
||||
|
||||
/obj/item/organ/external/head/ipc/Initialize(mapload, mob/living/carbon/holder, datum/species/species_override = null)
|
||||
. = ..()
|
||||
@@ -110,6 +111,7 @@
|
||||
slot = "heart"
|
||||
vital = TRUE
|
||||
status = ORGAN_ROBOT
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 750)
|
||||
requires_robotic_bodypart = TRUE
|
||||
organ_datums = list(/datum/organ/battery)
|
||||
|
||||
@@ -118,6 +120,7 @@
|
||||
icon = 'icons/obj/robot_component.dmi'
|
||||
icon_state = "camera"
|
||||
status = ORGAN_ROBOT
|
||||
materials = list(MAT_METAL = 1000, MAT_GLASS = 2500)
|
||||
weld_proof = TRUE
|
||||
requires_robotic_bodypart = TRUE
|
||||
|
||||
@@ -151,6 +154,7 @@
|
||||
name = "microphone"
|
||||
icon_state = "voicebox"
|
||||
status = ORGAN_ROBOT
|
||||
materials = list(MAT_METAL = 1000, MAT_GLASS = 2500)
|
||||
dead_icon = "taperecorder_empty"
|
||||
requires_robotic_bodypart = TRUE
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "retractor"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
materials = list(MAT_METAL=6000, MAT_GLASS=3000)
|
||||
materials = list(MAT_METAL = 6000, MAT_GLASS = 3000)
|
||||
flags = CONDUCT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
@@ -30,7 +30,7 @@
|
||||
icon_state = "hemostat"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
materials = list(MAT_METAL=5000, MAT_GLASS=2500)
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 2500)
|
||||
flags = CONDUCT
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
@@ -55,7 +55,7 @@
|
||||
icon_state = "cautery"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
materials = list(MAT_METAL=2500, MAT_GLASS=750)
|
||||
materials = list(MAT_METAL = 2500, MAT_GLASS = 750)
|
||||
flags = CONDUCT
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
damtype = BURN
|
||||
@@ -106,7 +106,7 @@
|
||||
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
hitsound = 'sound/weapons/drill.ogg'
|
||||
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
|
||||
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
|
||||
flags = CONDUCT
|
||||
force = 15.0
|
||||
sharp = TRUE
|
||||
@@ -147,7 +147,7 @@
|
||||
throwforce = 5.0
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
materials = list(MAT_METAL=4000, MAT_GLASS=1000)
|
||||
materials = list(MAT_METAL = 4000, MAT_GLASS = 1000)
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
@@ -181,7 +181,7 @@
|
||||
icon_state = "scalpel_laser1_on"
|
||||
damtype = "fire"
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1000)
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500)
|
||||
|
||||
/obj/item/scalpel/laser/interact_with_atom(atom/target, mob/living/user, list/modifiers)
|
||||
if(cigarette_lighter_act(user, target))
|
||||
@@ -216,11 +216,13 @@
|
||||
desc = "An improved laser emitter for rapidly creating and cauterizing precise surgical incisions."
|
||||
icon_state = "scalpel_laser2_on"
|
||||
toolspeed = 0.6
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000)
|
||||
|
||||
/obj/item/scalpel/laser/laser3
|
||||
desc = "An advanced laser emitter for creating and cauterizing precise surgical incisions with extreme speed."
|
||||
icon_state = "scalpel_laser3_on"
|
||||
toolspeed = 0.4
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_GOLD = 1000)
|
||||
|
||||
/// super tool! Retractor/hemostat
|
||||
/obj/item/scalpel/laser/manager
|
||||
@@ -228,6 +230,7 @@
|
||||
desc = "A true extension of the surgeon's body, this marvel instantly and completely prepares an incision allowing for the immediate commencement of therapeutic steps."
|
||||
icon_state = "scalpel_manager_on"
|
||||
toolspeed = 0.2
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1500, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_DIAMOND = 1000)
|
||||
|
||||
/obj/item/scalpel/laser/manager/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -249,7 +252,7 @@
|
||||
throwforce = 9.0
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
materials = list(MAT_METAL=10000, MAT_GLASS=6000)
|
||||
materials = list(MAT_METAL = 10000, MAT_GLASS = 6000)
|
||||
origin_tech = "biotech=1;combat=1"
|
||||
attack_verb = list("attacked", "slashed", "sawed", "cut")
|
||||
tool_behaviour = TOOL_SAW
|
||||
@@ -278,6 +281,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
throwforce = 1.0
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
materials = list(MAT_METAL = 1000, MAT_GLASS = 6000)
|
||||
tool_behaviour = TOOL_BONEGEL
|
||||
new_attack_chain = TRUE
|
||||
|
||||
@@ -299,6 +303,7 @@
|
||||
righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
|
||||
throwforce = 1.0
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 3000)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
tool_behaviour = TOOL_FIXOVEIN
|
||||
new_attack_chain = TRUE
|
||||
@@ -326,6 +331,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
attack_verb = list("attacked", "hit", "bludgeoned")
|
||||
origin_tech = "materials=1;biotech=1"
|
||||
materials = list(MAT_METAL = 4000)
|
||||
tool_behaviour = TOOL_BONESET
|
||||
new_attack_chain = TRUE
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@ GLOBAL_LIST_EMPTY(GPS_list)
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
origin_tech = "materials=2;magnets=1;bluespace=2"
|
||||
materials = list(MAT_METAL = 500, MAT_GLASS = 1000)
|
||||
/// Whether the GPS is on.
|
||||
var/tracking = FALSE
|
||||
/// The tag that is visible to other GPSes.
|
||||
|
||||
@@ -16,6 +16,7 @@
|
||||
throw_range = 5
|
||||
usesound = 'sound/weapons/flash.ogg'
|
||||
origin_tech = "bluespace=3"
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 3750)
|
||||
/// Power cell (10000W)
|
||||
var/obj/item/stock_parts/cell/high/rcell = null
|
||||
/// Selected telepad
|
||||
|
||||
@@ -98,6 +98,7 @@
|
||||
icon_state = "beacon"
|
||||
inhand_icon_state = "signaler"
|
||||
origin_tech = "bluespace=3"
|
||||
materials = list(MAT_METAL = 2000, MAT_GLASS = 1750, MAT_SILVER = 500)
|
||||
|
||||
/obj/item/telepad_beacon/attack_self__legacy__attackchain(mob/user as mob)
|
||||
if(user)
|
||||
|
||||
Reference in New Issue
Block a user