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* adds antaghud icon * TGUI bundle build dont push changes i didnt stage challenge 2025 (IMPOSSIBLE) * Adds organ repair passive * Description fix * Runs prettier * Fixes desc 2 * Fix revert * Remove vamp text * Fix some CI + Partial refactor * Fixes CI * Fixes gamemodes I messed with * Moves these procs over * Description fix again * Add back limit requiring drainees to have ckeys * Adds terminator icon * Update code/datums/status_effects/buffs.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/surgery/organs/augments_internal.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/powers/flayer_stealth_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * More lewv review * Clamps the EMP severity * Fixes "surveilance" typos * The TODO is gone and can't hurt me anymore * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/game/objects/items/weapons/pneumaticCannon.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/game/objects/items/weapons/stunbaton.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * More lewc reviews * Update code/modules/antagonists/_common/antag_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/_common/antag_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_datum.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Fixes some camera bug issues + lewc reviews * Update code/modules/antagonists/mind_flayer/powers/flayer_passives.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Updates a comment and fixes whitespace * Autodocs flayerprod * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * qdel things we dont need anymore + typing an argument of add_abillity * Remove debug log * Update code/modules/antagonists/mind_flayer/flayer_power.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * Slightly buffs, and fixes GC issues of tether * I no longer feel i am a mindflayer * Fixes formatting of greeting * Better greeting * Worlds shittiest sprite * Don't need this TODO anymore * Fixes double description * Changes the wording on the borg laws * and bundle too * The cannon uses shrapnel now * Initial style changes * Ratios for brain damage * Adds a chemical to test for flayerism * Fixes the brain damage ratios * Abilities are purchasable again * Updates TGUI properly * im sorry linter * Steam smoke * Hi bundle * Re-abstracts this proc post syndi orgs * Fixes gamemode logic post cling round removal * I WONT FORGET IT THIS TIME * Fix name of steam ability * I'm a fool * Fixes processed passives + removes debug message * Fixes updating abilities inside UI * Better description for quicksilver form * First part lewc review * Remove debug thingy * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Fixes defines + GCs weapon spells * We don't need this * Eyes GC properly * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * adds better logging to the assimilate * Adds parenthesis Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> * TGUI Bundle Rebuild * Fixes and Reworks TGUI * Cleaner JS and Fixes * adds anti-snitching clause to borg laws * changes the span for the borg messages * No holoparasites * Puts baton silence in line with glare * Fixes total_swarms_gathered * Nuke old trait * Gun no longer not stuck * Rejuv clears delayed knockdown * Some weapon ability fixes * Makes radio enable timers not counterintuitive * Fixes beepsky runtimes * Makes naming more consistent * Adds one-click-antag * Adds the mind flayer toggle (doesn't technically work) * Adds flayers to check_antagonist * Gives IDs to the status effects * Also this one * Makes retracting work again if it's in your offhand * Fixes pacification tech levels * Grapple is a weapon ability now, nullifcation retracts implants * Fixed descriptions * Adds some pizzaz to torque enhancer * This actually needs to be like this * Moves a helper proc over to a helper proc file * Extra admin visibility * Nukes the wacky flayer mob * Makes silicon administrative access more sane * Terminator form better description * Makes rejuv set stamina to 0 * Various price increases * AAAAAAAAAAAAA * Better feedback + logging on cyborg subversion * Swarm purchase display (temp fix) * Makes mindflayer sounds more silent * UI improvements * Various mindflayer fixes * Typo * More fixes * Fixes innates from being stupid * Forgot to add this check earlier * Oh this is how you add things to the protolathe * Changes some description and upgrade messages * Allows you to drain people beyond your limit * Fixes some weapon upgrade issues * Fix CI * Fixes some draining issues * More UI Tweaks and QoL * Fixes most of the issues * text * Fixes * Adds a radio jamming option to intruder * Gives obfusciation to jammer ability * Small passive cleanup * Fixes Search and Adds Ability Stages to UI * Adds freebie abilities * Restructuring chain and adding blackbox * Tgui polish * Small fix for traceroute * Fixes one click antag * Increases EMP resistance cost * Changes the pneumatic cannon into a shotgun * Slightly lower static * Fixed innate building rendering in upgrades * Fixes icon and description * Consistency * Punctuation fix. * Quick reboot + terminator form synergy * Adds safety deleting * Fix level for torque * Fixes a bad bug * Update code/game/gamemodes/objective.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Aaaaaaaaaaa * Makes torque a martial art and some martial arts safeties * Replaces vortex arm with barrier * Fix paths * Adds torque knockdown * Part 1 lewc review * HIIIII SQUIDWARD I'M IN YOUR BRANCH NOW * Removes flak cannon * Flayer respects mindshielding now on vamp+cling * Fixes EMP resist * More fixes * DGL review * Contra review * Clean up weapon powers * Various tweaks * Borg hand slight improvements * Parent call needs to be after this * Fixes stuff * Adds a new proc that is called when a spell is purchased * NEW SPRITES WOOOO * Traceroute update * Slightly lower traceroute cost * Formatting * Oops * Wow this could've been bad * Overclock small buff * Reduces cost of 1st level EMP immunity * Lewc review * TGUI Bundle Rebuild * Fix barricades * Lewc review * Okay FINE qwerty I'll change this * Traceroute thingy * I am an idiot * First part * Lewc review * Forgor this one * Last bits * Update code/game/objects/items/control_wand.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/modules/antagonists/mind_flayer/powers/flayer_mobility_powers.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Null * Static-ness * Update code/game/gamemodes/changeling/traitor_chan.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Update code/__DEFINES/mindflayer_defines.dm Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> * Last bits --------- Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: BiancaWilkson <42818125+BiancaWilkson@users.noreply.github.com> Co-authored-by: DGamerL <daan.lyklema@gmail.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Qwertytoforty <52090703+Qwertytoforty@users.noreply.github.com>
385 lines
10 KiB
Plaintext
385 lines
10 KiB
Plaintext
/obj/item/stock_parts/cell
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name = "power cell"
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desc = "A rechargeable electrochemical power cell."
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icon = 'icons/obj/power.dmi'
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icon_state = "cell"
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item_state = "cell"
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origin_tech = "powerstorage=1"
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force = 5
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throwforce = 5
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_SMALL
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/// Battery's current state of charge (kilojoules)
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var/charge = 0
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/// Battery's maximum state of charge (kilojoules)
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var/maxcharge = 1000
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/// How much energy the cell starts with (kilojoules)
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var/starting_charge
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materials = list(MAT_METAL = 700, MAT_GLASS = 50)
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///If the battery will explode
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var/rigged = FALSE
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/// How much energy is given to a recharging cell every tick (kilojoules / tick)
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var/chargerate = 100
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///Whether it will recharge automatically
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var/self_recharge = FALSE
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///Whether the description will include the maxcharge
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var/ratingdesc = TRUE
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///Additional overlay to signify battery being organic
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var/grown_battery = FALSE
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/obj/item/stock_parts/cell/get_cell()
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return src
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/obj/item/stock_parts/cell/New()
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..()
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START_PROCESSING(SSobj, src)
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charge = !isnull(starting_charge) ? starting_charge : maxcharge
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if(ratingdesc)
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// State of charge is in kJ so we multiply it by 1000 to get Joules
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desc += " This one has a power rating of [DisplayJoules(maxcharge * 1000)], and you should not swallow it."
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update_icon(UPDATE_OVERLAYS)
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/obj/item/stock_parts/cell/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/stock_parts/cell/vv_edit_var(var_name, var_value)
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switch(var_name)
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if("self_recharge")
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if(var_value)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/stock_parts/cell/process()
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if(self_recharge)
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give(chargerate * 0.25)
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else
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return PROCESS_KILL
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/obj/item/stock_parts/cell/update_overlays()
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. = ..()
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if(grown_battery)
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. += image('icons/obj/power.dmi', "grown_wires")
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if(charge < 0.01)
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return
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else if(charge/maxcharge >=0.995)
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. += "cell-o2"
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else
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. += "cell-o1"
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/obj/item/stock_parts/cell/proc/percent() // return % charge of cell
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return 100 * charge / maxcharge
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// use power from a cell
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/obj/item/stock_parts/cell/use(amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(charge < amount)
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return 0
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charge = (charge - amount)
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return 1
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// recharge the cell
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/obj/item/stock_parts/cell/proc/give(amount)
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if(rigged && amount > 0)
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explode()
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return 0
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if(maxcharge < amount)
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amount = maxcharge
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var/power_used = min(maxcharge - charge, amount)
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charge += power_used
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return power_used
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/obj/item/stock_parts/cell/examine(mob/user)
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. = ..()
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if(rigged)
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. += "<span class='danger'>This power cell seems to be faulty!</span>"
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else
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. += "The charge meter reads [round(percent() )]%."
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/obj/item/stock_parts/cell/suicide_act(mob/user)
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to_chat(viewers(user), "<span class='suicide'>[user] is licking the electrodes of [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return FIRELOSS
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/obj/item/stock_parts/cell/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/reagent_containers/syringe))
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var/obj/item/reagent_containers/syringe/S = W
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if(S.reagents.has_reagent("plasma", 5) || S.reagents.has_reagent("plasma_dust", 5))
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to_chat(user, "You inject the solution into the power cell.")
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rigged = TRUE
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log_admin("LOG: [key_name(user)] injected a power cell with plasma, rigging it to explode.")
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message_admins("LOG: [key_name_admin(user)] injected a power cell with plasma, rigging it to explode.")
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S.reagents.clear_reagents()
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else
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return ..()
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/obj/item/stock_parts/cell/proc/explode()
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var/turf/T = get_turf(loc)
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if(charge == 0)
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return
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var/devastation_range = -1 //round(charge/11000)
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var/heavy_impact_range = round(sqrt(charge) / 60)
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var/light_impact_range = round(sqrt(charge) / 30)
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var/flash_range = light_impact_range
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if(light_impact_range == 0)
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rigged = FALSE
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corrupt()
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return
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//explosion(T, 0, 1, 2, 2)
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log_admin("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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message_admins("LOG: Rigged power cell explosion, last touched by [fingerprintslast]")
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explosion(T, devastation_range, heavy_impact_range, light_impact_range, flash_range)
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charge = 0 //Extra safety in the event the cell does not QDEL right
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qdel(src)
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/obj/item/stock_parts/cell/proc/corrupt()
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charge /= 2
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maxcharge = max(maxcharge / 2, chargerate)
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if(prob(10))
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rigged = TRUE //broken batterys are dangerous
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/obj/item/stock_parts/cell/emp_act(severity)
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charge -= 1000 / severity
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if(charge < 0)
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charge = 0
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..()
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/obj/item/stock_parts/cell/ex_act(severity)
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..()
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if(!QDELETED(src))
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switch(severity)
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if(2)
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if(prob(50))
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corrupt()
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if(3)
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if(prob(25))
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corrupt()
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/obj/item/stock_parts/cell/blob_act(obj/structure/blob/B)
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ex_act(EXPLODE_DEVASTATE)
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/obj/item/stock_parts/cell/proc/get_electrocute_damage()
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if(charge >= 1000)
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return clamp(20 + round(charge / 25000), 20, 195) + rand(-5, 5)
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else
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return 0
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// Cell variants
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/obj/item/stock_parts/cell/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/crap
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name = "\improper Nanotrasen brand rechargeable AA battery"
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desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
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maxcharge = 500
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materials = list(MAT_GLASS = 40)
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rating = 2
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/obj/item/stock_parts/cell/crap/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/upgraded
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name = "upgraded power cell"
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desc = "A power cell with a slightly higher capacity than normal!"
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maxcharge = 2500
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materials = list(MAT_GLASS = 50)
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rating = 2
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chargerate = 1000
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/obj/item/stock_parts/cell/upgraded/plus
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name = "upgraded power cell+"
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desc = "A power cell with an even higher capacity than the base model!"
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maxcharge = 5000
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/obj/item/stock_parts/cell/secborg
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name = "security borg rechargeable D battery"
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origin_tech = null
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maxcharge = 600 //600 max charge / 100 charge per shot = six shots
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materials = list(MAT_GLASS = 40)
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rating = 2.5
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/obj/item/stock_parts/cell/secborg/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/hos_gun
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name = "\improper X-01 multiphase energy gun power cell"
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maxcharge = 1200
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/// 200 pulse shots
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/obj/item/stock_parts/cell/pulse
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name = "pulse rifle power cell"
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maxcharge = 40000
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rating = 3
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chargerate = 1500
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/// 25 pulse shots
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/obj/item/stock_parts/cell/pulse/carbine
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name = "pulse carbine power cell"
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maxcharge = 5000
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/// 10 pulse shots
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/obj/item/stock_parts/cell/pulse/pistol
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name = "pulse pistol power cell"
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maxcharge = 2000
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/obj/item/stock_parts/cell/high
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name = "high-capacity power cell"
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origin_tech = "powerstorage=2"
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icon_state = "hcell"
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maxcharge = 10000
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materials = list(MAT_GLASS = 60)
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rating = 3
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chargerate = 1500
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/obj/item/stock_parts/cell/high/plus
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name = "high-capacity power cell+"
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desc = "Where did these come from?"
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icon_state = "h+cell"
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maxcharge = 15000
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chargerate = 2250
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/obj/item/stock_parts/cell/high/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/super
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name = "super-capacity power cell"
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origin_tech = "powerstorage=3;materials=3"
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icon_state = "scell"
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maxcharge = 20000
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materials = list(MAT_GLASS = 300)
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rating = 4
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chargerate = 2000
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/obj/item/stock_parts/cell/super/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/hyper
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name = "hyper-capacity power cell"
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origin_tech = "powerstorage=4;engineering=4;materials=4"
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icon_state = "hpcell"
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maxcharge = 30000
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materials = list(MAT_GLASS = 400)
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rating = 5
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chargerate = 3000
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/obj/item/stock_parts/cell/hyper/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/bluespace
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name = "bluespace power cell"
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desc = "A rechargeable transdimensional power cell."
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origin_tech = "powerstorage=5;bluespace=4;materials=4;engineering=4"
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icon_state = "bscell"
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maxcharge = 40000
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materials = list(MAT_GLASS = 600)
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rating = 6
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chargerate = 4000
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/obj/item/stock_parts/cell/bluespace/empty
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starting_charge = 0
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/obj/item/stock_parts/cell/bluespace/charging
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name = "self-charging bluespace power cell"
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desc = "An experimental, self-charging, transdimensional power cell."
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origin_tech = "powerstorage=10;bluespace=10"
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self_recharge = TRUE
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/obj/item/stock_parts/cell/bluespace/trapped
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rigged = TRUE
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/obj/item/stock_parts/cell/infinite
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name = "infinite-capacity power cell!"
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icon_state = "icell"
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origin_tech = "powerstorage=7"
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maxcharge = 30000
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materials = list(MAT_GLASS=1000)
|
|
rating = 6
|
|
chargerate = 30000
|
|
|
|
/obj/item/stock_parts/cell/infinite/use()
|
|
return TRUE
|
|
|
|
/obj/item/stock_parts/cell/infinite/abductor
|
|
name = "void core"
|
|
desc = "An alien power cell that produces energy seemingly out of nowhere."
|
|
icon = 'icons/obj/abductor.dmi'
|
|
icon_state = "cell"
|
|
maxcharge = 50000
|
|
rating = 12
|
|
ratingdesc = FALSE
|
|
|
|
/obj/item/stock_parts/cell/infinite/abductor/update_overlays()
|
|
return list()
|
|
|
|
/obj/item/stock_parts/cell/potato
|
|
name = "potato battery"
|
|
desc = "A rechargeable starch based power cell."
|
|
icon = 'icons/obj/hydroponics/harvest.dmi'
|
|
icon_state = "potato"
|
|
origin_tech = "powerstorage=1;biotech=1"
|
|
charge = 100
|
|
maxcharge = 300
|
|
materials = list()
|
|
rating = 1
|
|
grown_battery = TRUE //it has the overlays for wires
|
|
|
|
/obj/item/stock_parts/cell/high/slime
|
|
name = "charged slime core"
|
|
desc = "A yellow slime core infused with plasma, it crackles with power."
|
|
origin_tech = "powerstorage=5;biotech=4"
|
|
icon = 'icons/mob/slimes.dmi'
|
|
icon_state = "yellow slime extract"
|
|
materials = list()
|
|
rating = 5 //self-recharge makes these desirable
|
|
self_recharge = 1 // Infused slime cores self-recharge, over time
|
|
chargerate = 500
|
|
|
|
/obj/item/stock_parts/cell/emproof
|
|
name = "\improper EMP-proof cell"
|
|
desc = "An EMP-proof cell."
|
|
maxcharge = 500
|
|
rating = 3
|
|
|
|
/obj/item/stock_parts/cell/emproof/empty
|
|
starting_charge = 0
|
|
|
|
/obj/item/stock_parts/cell/emproof/emp_act(severity)
|
|
return
|
|
|
|
/obj/item/stock_parts/cell/emproof/corrupt()
|
|
return
|
|
|
|
/obj/item/stock_parts/cell/ninja
|
|
name = "spider-clan power cell"
|
|
desc = "A standard ninja-suit power cell."
|
|
maxcharge = 10000
|
|
materials = list(MAT_GLASS = 60)
|
|
|
|
/obj/item/stock_parts/cell/bsg
|
|
name = "\improper B.S.G power cell"
|
|
desc = "A high capacity, slow charging cell for the B.S.G."
|
|
maxcharge = 40000
|
|
chargerate = 2600 // about 30 seconds to charge with a default recharger
|
|
|
|
/// EMP proof so emp_act does not double dip.
|
|
/obj/item/stock_parts/cell/emproof/reactive
|
|
name = "reactive armor power cell"
|
|
desc = "A cell used to power reactive armors."
|
|
maxcharge = 2400
|
|
|
|
/obj/item/stock_parts/cell/flayerprod
|
|
name = "mind flayer internal cell"
|
|
desc = "you shouldn't be seeing this, contact a coder"
|
|
maxcharge = 4000
|
|
self_recharge = TRUE
|
|
chargerate = 200 //This self charges it 50 power per tick at the base level
|