Files
Paradise/code/defines/obj/weapon.dm
Tigercat2000 acc3755a98 Adds glass tables, glass table frames
This commit adds glass tables (credit to WalterJe of -tg-'s fourms for
the sprites) to the game. These can be constructed with two metal
sheets, and two glass sheets. Flipping the table causes it to shatter
and deconstruct itself. You can deconstruct the table at any stage
with a wrench.
2015-04-13 06:29:05 -07:00

932 lines
27 KiB
Plaintext

/obj/item/weapon/phone
name = "red phone"
desc = "Should anything ever go wrong..."
icon = 'icons/obj/items.dmi'
icon_state = "red_phone"
flags = CONDUCT
force = 3.0
throwforce = 2.0
throw_speed = 1
throw_range = 4
w_class = 2
attack_verb = list("called", "rang")
hitsound = 'sound/weapons/ring.ogg'
/obj/item/weapon/rsp
name = "\improper Rapid-Seed-Producer (RSP)"
desc = "A device used to rapidly deploy seeds."
icon = 'icons/obj/items.dmi'
icon_state = "rcd"
opacity = 0
density = 0
anchored = 0.0
var/matter = 0
var/mode = 1
w_class = 3.0
/obj/item/weapon/bananapeel
name = "banana peel"
desc = "A peel from a banana."
icon = 'icons/obj/items.dmi'
icon_state = "banana_peel"
item_state = "banana_peel"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
/obj/item/weapon/corncob
name = "corn cob"
desc = "A reminder of meals gone by."
icon = 'icons/obj/harvest.dmi'
icon_state = "corncob"
item_state = "corncob"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
/obj/item/weapon/soap
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "soap"
w_class = 1.0
throwforce = 0
throw_speed = 4
throw_range = 20
discrete = 1
var/cleanspeed = 50 //slower than mop
/obj/item/weapon/soap/nanotrasen
desc = "A Nanotrasen brand bar of soap. Smells of plasma."
icon_state = "soapnt"
/obj/item/weapon/soap/deluxe
icon_state = "soapdeluxe"
/obj/item/weapon/soap/deluxe/New()
desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
cleanspeed = 40 //same speed as mop because deluxe -- captain gets one of these
/obj/item/weapon/soap/syndie
desc = "An untrustworthy bar of soap made of strong chemical agents that dissolve blood faster."
icon_state = "soapsyndie"
cleanspeed = 10 //much faster than mop so it is useful for traitors who want to clean crime scenes
/obj/item/weapon/bikehorn
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'icons/obj/items.dmi'
icon_state = "bike_horn"
item_state = "bike_horn"
hitsound = 'sound/items/bikehorn.ogg'
throwforce = 3
w_class = 1.0
throw_speed = 3
throw_range = 15
attack_verb = list("HONKED")
var/spam_flag = 0
/obj/item/weapon/c_tube
name = "cardboard tube"
desc = "A tube... of cardboard."
icon = 'icons/obj/items.dmi'
icon_state = "c_tube"
throwforce = 1
w_class = 1.0
throw_speed = 4
throw_range = 5
/obj/item/weapon/cane
name = "cane"
desc = "A cane used by a true gentlemen. Or a clown."
icon = 'icons/obj/weapons.dmi'
icon_state = "cane"
item_state = "stick"
flags = CONDUCT
force = 5.0
throwforce = 7.0
w_class = 2.0
m_amt = 50
attack_verb = list("bludgeoned", "whacked", "disciplined", "thrashed")
/obj/item/weapon/disk
name = "disk"
icon = 'icons/obj/items.dmi'
/obj/item/weapon/disk/nuclear
name = "nuclear authentication disk"
desc = "Better keep this safe."
icon_state = "nucleardisk"
item_state = "card-id"
w_class = 1.0
/*
/obj/item/weapon/disk/nuclear/pickup(mob/living/user as mob)
if(issyndicate(user))
set_security_level(3)*/ //Nuke Ops rework makes stealth approach significantly harder; this makes it damn near impossible; besides, it's horrendously meta.
/*
/obj/item/weapon/game_kit
name = "Gaming Kit"
icon = 'icons/obj/items.dmi'
icon_state = "game_kit"
var/selected = null
var/board_stat = null
var/data = ""
var/base_url = "http://svn.slurm.us/public/spacestation13/misc/game_kit"
item_state = "sheet-metal"
w_class = 5.0
*/
/obj/item/weapon/gift
name = "gift"
desc = "A wrapped item."
icon = 'icons/obj/items.dmi'
icon_state = "gift3"
var/size = 3.0
var/obj/item/gift = null
item_state = "gift"
w_class = 4.0
/obj/item/weapon/legcuffs
name = "legcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "handcuff"
flags = CONDUCT
throwforce = 0
w_class = 3.0
origin_tech = "materials=1"
var/breakouttime = 300 //Deciseconds = 30s = 0.5 minute
/obj/item/weapon/legcuffs/beartrap
name = "bear trap"
throw_speed = 1
throw_range = 1
icon_state = "beartrap0"
desc = "A trap used to catch bears and other legged creatures."
var/armed = 0
var/obj/item/weapon/grenade/iedcasing/IED = null
suicide_act(mob/user)
viewers(user) << "<span class='suicide'>[user] is putting the [src.name] on \his head! It looks like \he's trying to commit suicide.</span>"
return (BRUTELOSS)
/obj/item/weapon/legcuffs/beartrap/attack_self(mob/user as mob)
..()
if(ishuman(user) && !user.stat && !user.restrained())
armed = !armed
icon_state = "beartrap[armed]"
user << "<span class='notice'>[src] is now [armed ? "armed" : "disarmed"]</span>"
/obj/item/weapon/legcuffs/beartrap/attackby(var/obj/item/I, mob/user as mob) //Let's get explosive.
if(istype(I, /obj/item/weapon/grenade/iedcasing))
if(IED)
user << "<span class='warning'>This beartrap already has an IED hooked up to it!</span>"
return
IED = I
switch(IED.assembled)
if(0,1) //if it's not fueled/hooked up
user << "<span class='warning'>You haven't prepared this IED yet!</span>"
IED = null
return
if(2,3)
user.drop_item(src)
I.loc = src
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[user]'>?</A> has rigged a beartrap with an IED at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
user << "<span class='notice'>You sneak the [IED] underneath the pressure plate and connect the trigger wire.</span>"
desc = "A trap used to catch bears and other legged creatures. <span class='warning'>There is an IED hooked up to it.</span>"
else
user << "<span class='danger'>You shouldn't be reading this message! Contact a coder or someone, something broke!</span>"
IED = null
return
if(istype(I, /obj/item/weapon/screwdriver))
if(IED)
IED.loc = get_turf(src.loc)
IED = null
user << "<span class='notice'>You remove the IED from the [src].</span>"
return
..()
/obj/item/weapon/legcuffs/beartrap/Crossed(AM as mob|obj)
if(armed)
if(IED && isturf(src.loc))
IED.active = 1
IED.overlays -= image('icons/obj/grenade.dmi', icon_state = "improvised_grenade_filled")
IED.icon_state = initial(icon_state) + "_active"
IED.assembled = 3
var/turf/bombturf = get_turf(src)
var/area/A = get_area(bombturf)
var/log_str = "[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[AM]'>?</A> has triggered an IED-rigged [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>."
message_admins(log_str)
log_game(log_str)
spawn(IED.det_time)
IED.prime()
if(ishuman(AM))
if(isturf(src.loc))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
if(H.lying)
H.apply_damage(20,BRUTE,"chest")
else
H.apply_damage(20,BRUTE,(pick("l_leg", "r_leg")))
armed = 0
icon_state = "beartrap0"
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
H.visible_message("<span class='danger'>[H] triggers \the [src].</span>", \
"<span class='userdanger'>You trigger \the [src]!</span>")
H.legcuffed = src
src.loc = H
H.update_inv_legcuffed()
H << "<span class='danger'>You step on \the [src]!</span>"
if(IED && IED.active)
H << "<span class='danger'>The [src]'s IED has been activated!</span>"
feedback_add_details("handcuffs","B") //Yes, I know they're legcuffs. Don't change this, no need for an extra variable. The "B" is used to tell them apart.
for(var/mob/O in viewers(H, null))
if(O == H)
continue
O.show_message("\red <B>[H] steps on \the [src].</B>", 1)
if(isanimal(AM) && !istype(AM, /mob/living/simple_animal/parrot) && !istype(AM, /mob/living/simple_animal/construct) && !istype(AM, /mob/living/simple_animal/shade) && !istype(AM, /mob/living/simple_animal/hostile/viscerator))
armed = 0
icon_state = "beartrap0"
var/mob/living/simple_animal/SA = AM
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
SA.visible_message("<span class='danger'>[SA] triggers \the [src].</span>", \
"<span class='userdanger'>You trigger \the [src]!</span>")
SA.health -= 20
..()
/obj/item/weapon/holosign_creator
name = "holographic sign projector"
desc = "A handy-dandy hologaphic projector that displays a janitorial sign."
icon = 'icons/obj/janitor.dmi'
icon_state = "signmaker"
item_state = "electronic"
force = 5
w_class = 2
throwforce = 0
throw_speed = 3
throw_range = 7
origin_tech = "programming=3"
var/list/signs = list()
var/max_signs = 10
/obj/item/weapon/holosign_creator/afterattack(atom/target, mob/user, flag)
if(flag)
var/turf/T = get_turf(target)
var/obj/effect/overlay/holograph/H = locate() in T
if(H)
user << "<span class='notice'>You use [src] to destroy [H].</span>"
signs -= H
qdel(H)
else
if(signs.len < max_signs)
H = new(get_turf(target))
signs += H
user << "<span class='notice'>You create \a [H] with [src].</span>"
else
user << "<span class='notice'>[src] is projecting at max capacity!</span>"
/obj/item/weapon/holosign_creator/attack(mob/living/carbon/human/M, mob/user)
return
/obj/item/weapon/holosign_creator/attack_self(mob/user)
if(signs.len)
var/list/L = signs.Copy()
for(var/sign in L)
qdel(sign)
signs -= sign
user << "<span class='notice'>You clear all active holograms.</span>"
/obj/effect/overlay/holograph
name = "wet floor sign"
desc = "The words flicker as if they mean nothing."
icon = 'icons/obj/janitor.dmi'
icon_state = "holosign"
anchored = 1
/obj/item/weapon/caution
desc = "Caution! Wet Floor!"
name = "wet floor sign"
icon = 'icons/obj/janitor.dmi'
icon_state = "caution"
force = 1.0
throwforce = 3.0
throw_speed = 1
throw_range = 5
w_class = 2.0
attack_verb = list("warned", "cautioned", "smashed")
proximity_sign
var/timing = 0
var/armed = 0
var/timepassed = 0
attack_self(mob/user as mob)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.mind.assigned_role != "Janitor")
return
if(armed)
armed = 0
user << "\blue You disarm \the [src]."
return
timing = !timing
if(timing)
processing_objects.Add(src)
else
armed = 0
timepassed = 0
H << "\blue You [timing ? "activate \the [src]'s timer, you have 15 seconds." : "de-activate \the [src]'s timer."]"
process()
if(!timing)
processing_objects.Remove(src)
timepassed++
if(timepassed >= 15 && !armed)
armed = 1
timing = 0
HasProximity(atom/movable/AM as mob|obj)
if(armed)
if(istype(AM, /mob/living/carbon) && !istype(AM, /mob/living/carbon/brain))
var/mob/living/carbon/C = AM
if(C.m_intent != "walk")
src.visible_message("The [src.name] beeps, \"Running on wet floors is hazardous to your health.\"")
explosion(src.loc,-1,0,2)
if(ishuman(C))
dead_legs(C)
if(src)
qdel(src)
proc/dead_legs(mob/living/carbon/human/H as mob)
var/obj/item/organ/external/l = H.get_organ("l_leg")
var/obj/item/organ/external/r = H.get_organ("r_leg")
if(l && !(l.status & ORGAN_DESTROYED))
l.status |= ORGAN_DESTROYED
if(r && !(r.status & ORGAN_DESTROYED))
r.status |= ORGAN_DESTROYED
/obj/item/weapon/caution/cone
desc = "This cone is trying to warn you of something!"
name = "warning cone"
icon_state = "cone"
/obj/item/weapon/rack_parts
name = "rack parts"
desc = "Parts of a rack."
icon = 'icons/obj/items.dmi'
icon_state = "rack_parts"
flags = CONDUCT
m_amt = 3750
/*/obj/item/weapon/syndicate_uplink
name = "station bounced radio"
desc = "Remain silent about this..."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
var/temp = null
var/uses = 10.0
var/selfdestruct = 0.0
var/traitor_frequency = 0.0
var/mob/currentUser = null
var/obj/item/device/radio/origradio = null
flags = CONDUCT | ONBELT
w_class = 2.0
item_state = "radio"
throw_speed = 4
throw_range = 20
m_amt = 100
origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/SWF_uplink
name = "station-bounced radio"
desc = "used to comunicate it appears."
icon = 'icons/obj/radio.dmi'
icon_state = "radio"
var/temp = null
var/uses = 4.0
var/selfdestruct = 0.0
var/traitor_frequency = 0.0
var/obj/item/device/radio/origradio = null
flags = CONDUCT
slot_flags = SLOT_BELT
item_state = "radio"
throwforce = 5
w_class = 2.0
throw_speed = 4
throw_range = 20
m_amt = 100
origin_tech = "magnets=1"
/obj/item/weapon/staff
name = "wizards staff"
desc = "Apparently a staff used by the wizard."
icon = 'icons/obj/wizard.dmi'
icon_state = "staff"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = NOSHIELD
attack_verb = list("bludgeoned", "whacked", "disciplined")
/obj/item/weapon/staff/broom
name = "broom"
desc = "Used for sweeping, and flying into the night while cackling. Black cat not included."
icon = 'icons/obj/wizard.dmi'
icon_state = "broom"
/obj/item/weapon/staff/stick
name = "stick"
desc = "A great tool to drag someone else's drinks across the bar."
icon = 'icons/obj/weapons.dmi'
icon_state = "stick"
item_state = "stick"
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
flags = NOSHIELD
/obj/item/weapon/table_parts
name = "table parts"
desc = "Parts of a table. Poor table."
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "table_parts"
m_amt = 3750
flags = CONDUCT
attack_verb = list("slammed", "bashed", "battered", "bludgeoned", "thrashed", "whacked")
/obj/item/weapon/table_parts/reinforced
name = "reinforced table parts"
desc = "Hard table parts. Well...harder..."
icon = 'icons/obj/items.dmi'
icon_state = "reinf_tableparts"
m_amt = 7500
flags = CONDUCT
/obj/item/weapon/table_parts/wood
name = "wooden table parts"
desc = "Keep away from fire."
icon_state = "wood_tableparts"
flags = null
/obj/item/weapon/table_parts/glass
name = "glass table parts"
desc = "fragile!"
icon_state = "glass_tableparts"
flags = null
/obj/item/weapon/wire
desc = "This is just a simple piece of regular insulated wire."
name = "wire"
icon = 'icons/obj/power.dmi'
icon_state = "item_wire"
var/amount = 1.0
var/laying = 0.0
var/old_lay = null
m_amt = 40
attack_verb = list("whipped", "lashed", "disciplined", "tickled")
suicide_act(mob/user)
viewers(user) << "\red <b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b>"
return (OXYLOSS)
/obj/item/weapon/module
icon = 'icons/obj/module.dmi'
icon_state = "std_module"
w_class = 2.0
item_state = "electronic"
flags = CONDUCT
var/mtype = 1 // 1=electronic 2=hardware
/obj/item/weapon/module/card_reader
name = "card reader module"
icon_state = "card_mod"
desc = "An electronic module for reading data and ID cards."
/obj/item/weapon/module/power_control
name = "power control module"
icon_state = "power_mod"
desc = "Heavy-duty switching circuits for power control."
/obj/item/weapon/module/id_auth
name = "\improper ID authentication module"
icon_state = "id_mod"
desc = "A module allowing secure authorization of ID cards."
/obj/item/weapon/module/cell_power
name = "power cell regulator module"
icon_state = "power_mod"
desc = "A converter and regulator allowing the use of power cells."
/obj/item/weapon/module/cell_power
name = "power cell charger module"
icon_state = "power_mod"
desc = "Charging circuits for power cells."
/obj/item/weapon/hatchet
name = "hatchet"
desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
icon = 'icons/obj/weapons.dmi'
icon_state = "hatchet"
flags = CONDUCT
force = 12.0
sharp = 1
edge = 1
w_class = 2.0
throwforce = 15.0
throw_speed = 4
throw_range = 4
m_amt = 15000
origin_tech = "materials=2;combat=1"
attack_verb = list("chopped", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/hatchet/unathiknife
name = "duelling knife"
desc = "A length of leather-bound wood studded with razor-sharp teeth. How crude."
icon = 'icons/obj/weapons.dmi'
icon_state = "unathiknife"
attack_verb = list("ripped", "torn", "cut")
/obj/item/weapon/scythe
icon_state = "scythe0"
name = "scythe"
desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
force = 13.0
throwforce = 5.0
sharp = 1
edge = 1
throw_speed = 2
throw_range = 3
w_class = 4.0
flags = NOSHIELD
slot_flags = SLOT_BACK
origin_tech = "materials=2;combat=2"
attack_verb = list("chopped", "sliced", "cut", "reaped")
hitsound = 'sound/weapons/bladeslice.ogg'
/obj/item/weapon/scythe/afterattack(atom/A, mob/user as mob, proximity)
if(!proximity) return
if(istype(A, /obj/effect/plantsegment))
for(var/obj/effect/plantsegment/B in orange(A,1))
if(prob(80))
qdel(B)
qdel(A)
/*
/obj/item/weapon/cigarpacket
name = "Pete's Cuban Cigars"
desc = "The most robust cigars on the planet."
icon = 'icons/obj/cigarettes.dmi'
icon_state = "cigarpacket"
item_state = "cigarpacket"
w_class = 1
throwforce = 2
var/cigarcount = 6
flags = ONBELT */
/obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end."
name = "data cable"
icon = 'icons/obj/power.dmi'
icon_state = "wire1"
var/obj/machinery/machine
///////////////////////////////////////Stock Parts /////////////////////////////////
/obj/item/weapon/storage/part_replacer
name = "Rapid Part Exchange Device"
desc = "Special mechanical module made to store, sort, and apply standard machine parts."
icon_state = "RPED"
item_state = "RPED"
icon_override = 'icons/mob/in-hand/tools.dmi'
w_class = 5
can_hold = list("/obj/item/weapon/stock_parts")
storage_slots = 50
use_to_pickup = 1
allow_quick_gather = 1
allow_quick_empty = 1
collection_mode = 1
max_w_class = 3
max_combined_w_class = 100
/obj/item/weapon/storage/part_replacer/proc/play_rped_sound()
//Plays the sound for RPED exchanging or installing parts.
playsound(src, 'sound/items/rped.ogg', 40, 1)
/obj/item/weapon/stock_parts
name = "stock part"
desc = "What?"
gender = PLURAL
icon = 'icons/obj/stock_parts.dmi'
w_class = 2.0
var/rating = 1
New()
src.pixel_x = rand(-5.0, 5)
src.pixel_y = rand(-5.0, 5)
//Rank 1
/obj/item/weapon/stock_parts/console_screen
name = "console screen"
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = "materials=1"
g_amt = 200
/obj/item/weapon/stock_parts/capacitor
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = "powerstorage=1"
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module
name = "scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=1"
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator
name = "micro-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=1;programming=1"
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser
name = "micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=1"
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=1"
m_amt = 80
//Rank 2
/obj/item/weapon/stock_parts/capacitor/adv
name = "advanced capacitor"
desc = "An advanced capacitor used in the construction of a variety of devices."
icon_state = "adv_capacitor"
origin_tech = "powerstorage=3"
rating = 2
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/adv
name = "advanced scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "adv_scan_module"
origin_tech = "magnets=3"
rating = 2
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/nano
name = "nano-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "nano_mani"
origin_tech = "materials=3,programming=2"
rating = 2
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/high
name = "high-power micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "high_micro_laser"
origin_tech = "magnets=3"
rating = 2
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/adv
name = "advanced matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "advanced_matter_bin"
origin_tech = "materials=3"
rating = 2
m_amt = 80
//Rating 3
/obj/item/weapon/stock_parts/capacitor/super
name = "super capacitor"
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
icon_state = "super_capacitor"
origin_tech = "powerstorage=5;materials=4"
rating = 3
m_amt = 50
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "phasic scanning module"
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
icon_state = "super_scan_module"
origin_tech = "magnets=5"
rating = 3
m_amt = 50
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/pico
name = "pico-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "pico_mani"
origin_tech = "materials=5,programming=2"
rating = 3
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "ultra-high-power micro-laser"
icon_state = "ultra_high_micro_laser"
desc = "A tiny laser used in certain devices."
origin_tech = "magnets=5"
rating = 3
m_amt = 10
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/super
name = "super matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "super_matter_bin"
origin_tech = "materials=5"
rating = 3
m_amt = 80
// Subspace stock parts
/obj/item/weapon/stock_parts/subspace/ansible
name = "subspace ansible"
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = "programming=2;magnets=3;materials=2;bluespace=1"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/filter
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = "programming=2;magnets=1"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/amplifier
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = "programming=2;magnets=2;materials=1;bluespace=1"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/treatment
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = "programming=2;magnets=1;materials=3;bluespace=1"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/analyzer
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = "programming=2;magnets=2;materials=2;bluespace=1"
m_amt = 30
g_amt = 10
/obj/item/weapon/stock_parts/subspace/crystal
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = "magnets=2;materials=2;bluespace=1"
g_amt = 50
/obj/item/weapon/stock_parts/subspace/transmitter
name = "subspace transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = "magnets=3;materials=3;bluespace=2"
m_amt = 50
/obj/item/weapon/research//Makes testing much less of a pain -Sieve
name = "research"
icon = 'icons/obj/stock_parts.dmi'
icon_state = "capacitor"
desc = "A debug item for research."
origin_tech = "materials=8;programming=8;magnets=8;powerstorage=8;bluespace=8;combat=8;biotech=8;syndicate=8"
/////////Random shit////////
/obj/item/weapon/lightning
name = "lightning"
icon = 'icons/obj/lightning.dmi'
icon_state = "lightning"
desc = "test lightning"
New()
icon = midicon
icon_state = "1"
afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
var/angle = get_angle(A, user)
//world << angle
angle = round(angle) + 45
if(angle > 180)
angle -= 180
else
angle += 180
if(!angle)
angle = 1
//world << "adjusted [angle]"
icon_state = "[angle]"
//world << "[angle] [(get_dist(user, A) - 1)]"
user.Beam(A, "lightning", 'icons/obj/zap.dmi', 50, 15)
/*Testing
proc/get_angle(atom/a, atom/b)
return atan2(b.y - a.y, b.x - a.x)
proc/atan2(x, y)
if(!x && !y) return 0
return y >= 0 ? arccos(x / sqrt(x * x + y * y)) : -arccos(x / sqrt(x * x + y * y))
proc
// creates an /icon object with 360 states of rotation
rotate_icon(file, state, step = 1, aa = FALSE)
var icon/base = icon(file, state)
var w, h, w2, h2
if(aa)
aa ++
w = base.Width()
w2 = w * aa
h = base.Height()
h2 = h * aa
var icon{result = icon(base); temp}
for(var/angle in 0 to 360 step step)
if(angle == 0 ) continue
if(angle == 360) continue
temp = icon(base)
if(aa) temp.Scale(w2, h2)
temp.Turn(angle)
if(aa) temp.Scale(w, h)
result.Insert(temp, "[angle]")
return result*/
/obj/item/weapon/fan
name = "desk fan"
icon = 'icons/obj/decorations.dmi'
icon_state = "fan"
desc = "A smal desktop fan. Button seems to be stuck in the 'on' position."
/obj/item/weapon/newton
name = "newton cradle"
icon = 'icons/obj/decorations.dmi'
icon_state = "newton"
desc = "A device bored paper pushers use to remind themselves that the time did not stop yet. Contains gravity."
/obj/item/weapon/balltoy
name = "ball toy"
icon = 'icons/obj/decorations.dmi'
icon_state = "rollball"
desc = "A device bored paper pushers use to remind themselves that the time did not stop yet."
/obj/item/weapon/kidanglobe
name = "Kidan homeworld globe"
icon = 'icons/obj/decorations.dmi'
icon_state = "kidanglobe"
desc = "A globe of the Kidan homeworld."