mirror of
https://github.com/VOREStation/VOREStation.git
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Merge pull request #10852 from VOREStation/Arokha/matdefs
Use material defines more
This commit is contained in:
@@ -4,7 +4,7 @@
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icon = 'icons/obj/assemblies/new_assemblies.dmi'
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icon_state = ""
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w_class = ITEMSIZE_SMALL
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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matter = list(MAT_STEEL = 100)
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throwforce = 2
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throw_speed = 3
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throw_range = 10
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@@ -3,7 +3,7 @@
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desc = "A small electronic device able to ignite combustable substances."
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icon_state = "igniter"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
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matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
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secured = 1
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wires = WIRE_RECEIVE
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@@ -5,7 +5,7 @@
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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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origin_tech = list(TECH_MAGNET = 2)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 500)
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matter = list(MAT_STEEL = 1000, MAT_GLASS = 500)
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wires = WIRE_PULSE
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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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origin_tech = list(TECH_COMBAT = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 100)
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matter = list(MAT_STEEL = 100)
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var/armed = 0
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@@ -3,7 +3,7 @@
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desc = "Used for scanning and alerting when someone enters a certain proximity."
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icon_state = "prox"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 800, MAT_GLASS = 200)
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matter = list(MAT_STEEL = 800, MAT_GLASS = 200)
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wires = WIRE_PULSE
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secured = 0
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@@ -4,7 +4,7 @@
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icon_state = "signaller"
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item_state = "signaler"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 200)
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matter = list(MAT_STEEL = 1000, MAT_GLASS = 200)
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wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
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secured = TRUE
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@@ -3,7 +3,7 @@
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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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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
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matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
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wires = WIRE_PULSE
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@@ -3,7 +3,7 @@
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desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
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icon_state = "voice"
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origin_tech = list(TECH_MAGNET = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500, MAT_GLASS = 50)
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matter = list(MAT_STEEL = 500, MAT_GLASS = 50)
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var/listening = 0
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var/recorded //the activation message
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@@ -342,7 +342,7 @@ BLIND // can't see anything
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icon_state = "welding-g"
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item_state_slots = list(slot_r_hand_str = "welding-g", slot_l_hand_str = "welding-g")
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action_button_name = "Flip Welding Goggles"
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matter = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 1000)
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matter = list(MAT_STEEL = 1500, MAT_GLASS = 1000)
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item_flags = AIRTIGHT
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var/up = 0
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flash_protection = FLASH_PROTECTION_MAJOR
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@@ -125,7 +125,7 @@
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name = "knuckle dusters"
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desc = "A pair of brass knuckles. Generally used to enhance the user's punches."
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icon_state = "knuckledusters"
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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matter = list(MAT_STEEL = 500)
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attack_verb = list("punched", "beaten", "struck")
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flags = THICKMATERIAL // Stops rings from increasing hit strength
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siemens_coefficient = 1
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@@ -42,7 +42,7 @@
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name = "magnetic 'pin'"
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addblends = null
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desc = "Finally, a hair pin even a Morpheus chassis can use."
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matter = list(DEFAULT_WALL_MATERIAL = 10)
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matter = list(MAT_STEEL = 10)
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/obj/item/clothing/head/pin/flower
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name = "red flower pin"
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@@ -18,7 +18,7 @@
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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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item_state_slots = list(slot_r_hand_str = "welding", slot_l_hand_str = "welding")
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matter = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000)
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matter = list(MAT_STEEL = 3000, MAT_GLASS = 1000)
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var/up = 0
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
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@@ -7,7 +7,7 @@
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/obj/item/clothing/gloves/ring/material/New(var/newloc, var/new_material)
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..(newloc)
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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new_material = MAT_STEEL
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material = get_material_by_name(new_material)
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if(!istype(material))
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qdel(src)
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@@ -181,7 +181,7 @@ var/global/list/breach_burn_descriptors = list(
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if(istype(W,/obj/item/stack/material))
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var/repair_power = 0
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switch(W.get_material_name())
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if(DEFAULT_WALL_MATERIAL)
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if(MAT_STEEL)
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repair_power = 2
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if("plastic")
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repair_power = 1
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@@ -13,7 +13,7 @@
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desc = "It looks pretty sciency."
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icon = 'icons/obj/rig_modules.dmi'
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icon_state = "module"
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matter = list(DEFAULT_WALL_MATERIAL = 20000, "plastic" = 30000, "glass" = 5000)
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matter = list(MAT_STEEL = 20000, MAT_PLASTIC = 30000, MAT_GLASS = 5000)
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var/damage = 0
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var/obj/item/weapon/rig/holder
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@@ -378,7 +378,7 @@
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/obj/item/clothing/accessory/bracelet/material/New(var/newloc, var/new_material)
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..(newloc)
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if(!new_material)
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new_material = DEFAULT_WALL_MATERIAL
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new_material = MAT_STEEL
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material = get_material_by_name(new_material)
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if(!istype(material))
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qdel(src)
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@@ -268,7 +268,7 @@
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icon_state = "collar_holo"
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item_state = "collar_holo"
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overlay_state = "collar_holo"
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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matter = list(MAT_STEEL = 50)
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/obj/item/clothing/accessory/collar/holo/indigestible
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desc = "A special variety of the holo-collar that seems to be made of a very durable fabric that fits around the neck."
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@@ -6,7 +6,7 @@
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w_class = ITEMSIZE_SMALL
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item_state = "electronic"
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action_button_name = "Toggle UV light"
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matter = list(DEFAULT_WALL_MATERIAL = 150)
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matter = list(MAT_STEEL = 150)
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origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
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var/list/scanned = list()
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@@ -15,7 +15,7 @@
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var/amt_uranium = 0
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var/newCoins = 0 //how many coins the machine made in it's last load
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var/processing = 0
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var/chosen = DEFAULT_WALL_MATERIAL //which material will be used to make coins
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var/chosen = MAT_STEEL //which material will be used to make coins
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var/coinsToProduce = 10
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@@ -50,7 +50,7 @@
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amt_phoron += 100 * O.get_amount()
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if("uranium")
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amt_uranium += 100 * O.get_amount()
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if(DEFAULT_WALL_MATERIAL)
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if(MAT_STEEL)
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amt_iron += 100 * O.get_amount()
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else
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processed = 0
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@@ -79,7 +79,7 @@
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else
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dat += text("<A href='?src=\ref[src];choose=silver'>Choose</A>")
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dat += text("<br><font color='#555555'><b>Iron inserted: </b>[amt_iron]</font> ")
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if (chosen == DEFAULT_WALL_MATERIAL)
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if (chosen == MAT_STEEL)
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dat += text("chosen")
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else
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dat += text("<A href='?src=\ref[src];choose=metal'>Choose</A>")
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@@ -131,7 +131,7 @@
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icon_state = "coinpress1"
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var/obj/item/weapon/moneybag/M
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switch(chosen)
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if(DEFAULT_WALL_MATERIAL)
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if(MAT_STEEL)
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while(amt_iron > 0 && coinsToProduce > 0)
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if (locate(/obj/item/weapon/moneybag,output.loc))
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M = locate(/obj/item/weapon/moneybag,output.loc)
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@@ -25,7 +25,7 @@
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possible_transfer_amounts = list(5,10,15,30)
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flags = OPENCONTAINER
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matter = list("glass" = 60)
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matter = list(MAT_GLASS = 60)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/examine(mob/M as mob)
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. = ..()
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@@ -7,7 +7,7 @@
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volume = 30
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possible_transfer_amounts = list(5,10,15,30)
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rim_pos = list(23,13,20) // y, x0, x1
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matter = list("glass" = 60)
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matter = list(MAT_GLASS = 60)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/rocks
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name = "rocks glass"
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@@ -17,7 +17,7 @@
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volume = 20
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possible_transfer_amounts = list(5,10,20)
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rim_pos = list(21, 10, 23)
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matter = list("glass" = 40)
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matter = list(MAT_GLASS = 40)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/shake
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name = "milkshake glass"
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@@ -27,7 +27,7 @@
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volume = 30
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possible_transfer_amounts = list(5,10,15,30)
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rim_pos = list(25, 13, 21)
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matter = list("glass" = 30)
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matter = list(MAT_GLASS = 30)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/cocktail
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name = "cocktail glass"
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@@ -37,7 +37,7 @@
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volume = 15
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possible_transfer_amounts = list(5,10,15)
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rim_pos = list(22, 13, 21)
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matter = list("glass" = 30)
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matter = list(MAT_GLASS = 30)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/shot
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name = "shot glass"
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@@ -47,7 +47,7 @@
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volume = 5
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possible_transfer_amounts = list(1,2,5)
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rim_pos = list(17, 13, 21)
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matter = list("glass" = 10)
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matter = list(MAT_GLASS = 10)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/pint
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name = "pint glass"
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@@ -57,7 +57,7 @@
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volume = 60
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possible_transfer_amounts = list(5,10,15,30,60)
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rim_pos = list(25, 12, 21)
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matter = list("glass" = 120)
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matter = list(MAT_GLASS = 120)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/mug
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name = "glass mug"
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@@ -67,7 +67,7 @@
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volume = 40
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possible_transfer_amounts = list(5,10,20,40)
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rim_pos = list(22, 12, 20)
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matter = list("glass" = 80)
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matter = list(MAT_GLASS = 80)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/wine
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name = "wine glass"
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@@ -77,4 +77,4 @@
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volume = 25
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possible_transfer_amounts = list(5, 10, 15, 25)
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rim_pos = list(25, 12, 21)
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matter = list("glass" = 50)
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matter = list(MAT_GLASS = 50)
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@@ -6,7 +6,7 @@
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volume = 30
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unacidable = 1 //glass
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center_of_mass = list("x"=16, "y"=10)
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matter = list("glass" = 500)
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matter = list(MAT_GLASS = 500)
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icon = 'icons/obj/drinks.dmi'
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/obj/item/weapon/reagent_containers/food/drinks/metaglass/metapint
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@@ -6,7 +6,7 @@
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filling_states = list(10, 20, 30, 40, 50, 60, 70, 80, 90, 100)
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volume = 120
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possible_transfer_amounts = list(5,15,30)
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matter = list("glass" = 50)
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matter = list(MAT_GLASS = 50)
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/obj/item/weapon/reagent_containers/food/drinks/glass2/pitcher
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name = "plastic pitcher"
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@@ -16,5 +16,5 @@
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filling_states = list(15, 30, 50, 70, 85, 100)
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volume = 120
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possible_transfer_amounts = list(5,15,30)
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matter = list("plastic" = 50)
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matter = list(MAT_PLASTIC = 50)
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@@ -5,7 +5,7 @@
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icon_state = "fitness-cup_black"
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base_icon = "fitness-cup"
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volume = 100
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matter = list("plastic" = 2000)
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matter = list(MAT_PLASTIC = 2000)
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filling_states = list(10,20,30,40,50,60,70,80,90,100)
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possible_transfer_amounts = list(5, 10, 15, 25)
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rim_pos = null // no fruit slices
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@@ -8,7 +8,7 @@
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volume = 30
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unacidable = 1 //glass
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center_of_mass = list("x"=16, "y"=10)
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matter = list("glass" = 500)
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matter = list(MAT_GLASS = 500)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/on_reagent_change()
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if (!length(reagents?.reagent_list))
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@@ -101,7 +101,7 @@
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icon_state = "shotglass"
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amount_per_transfer_from_this = 10
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volume = 10
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matter = list("glass" = 175)
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matter = list(MAT_GLASS = 175)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
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cut_overlays()
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@@ -125,7 +125,7 @@
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desc = "Big enough to contain enough protein to get perfectly swole. Don't mind the bits."
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icon_state = "fitness-cup_black"
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volume = 100
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matter = list("plastic" = 2000)
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matter = list(MAT_PLASTIC = 2000)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/fitnessflask/Initialize()
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. = ..()
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@@ -36,7 +36,7 @@
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/obj/item/device/integrated_circuit_printer/attackby(var/obj/item/O, var/mob/user)
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if(istype(O,/obj/item/stack/material))
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var/obj/item/stack/material/stack = O
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if(stack.material.name == DEFAULT_WALL_MATERIAL)
|
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if(stack.material.name == MAT_STEEL)
|
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if(debug)
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to_chat(user, span("warning", "\The [src] does not need any material."))
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return
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@@ -106,7 +106,7 @@
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||||
hardness = 40
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weight = 30
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stack_origin_tech = list(TECH_MATERIAL = 2)
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composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "glass" = SHEET_MATERIAL_AMOUNT)
|
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composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
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window_options = list("One Direction" = 1, "Full Window" = 4, "Windoor" = 2)
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created_window = /obj/structure/window/reinforced
|
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created_fulltile_window = /obj/structure/window/reinforced/full
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@@ -139,5 +139,5 @@
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hardness = 40
|
||||
weight = 30
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||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
|
||||
composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2, "borosilicate glass" = SHEET_MATERIAL_AMOUNT)
|
||||
rod_product = null
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
created_fulltile_window = /obj/structure/window/titanium/full
|
||||
wire_product = null
|
||||
rod_product = /obj/item/stack/material/glass/titanium
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composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
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composite_material = list(MAT_TITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
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||||
|
||||
/datum/material/glass/plastaniumglass
|
||||
name = MAT_PLASTITANIUMGLASS
|
||||
@@ -30,4 +30,4 @@
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||||
created_fulltile_window = /obj/structure/window/plastitanium/full
|
||||
wire_product = null
|
||||
rod_product = /obj/item/stack/material/glass/plastitanium
|
||||
composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, "glass" = SHEET_MATERIAL_AMOUNT)
|
||||
composite_material = list(MAT_PLASTITANIUM = SHEET_MATERIAL_AMOUNT, MAT_GLASS = SHEET_MATERIAL_AMOUNT)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/datum/material/steel/holographic
|
||||
name = "holo" + DEFAULT_WALL_MATERIAL
|
||||
display_name = DEFAULT_WALL_MATERIAL
|
||||
name = "holo" + MAT_STEEL
|
||||
display_name = MAT_STEEL
|
||||
stack_type = null
|
||||
shard_type = SHARD_NONE
|
||||
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
protectiveness = 20 // 50%
|
||||
conductivity = 13 // For the purposes of balance.
|
||||
stack_origin_tech = list(TECH_MATERIAL = 2)
|
||||
composite_material = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
|
||||
composite_material = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT, "platinum" = SHEET_MATERIAL_AMOUNT) //todo
|
||||
supply_conversion_value = 6
|
||||
|
||||
/datum/material/plasteel/generate_recipes()
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/datum/material/steel
|
||||
name = DEFAULT_WALL_MATERIAL
|
||||
name = MAT_STEEL
|
||||
stack_type = /obj/item/stack/material/steel
|
||||
integrity = 150
|
||||
conductivity = 11 // Assuming this is carbon steel, it would actually be slightly less conductive than iron, but lets ignore that.
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
|
||||
)
|
||||
|
||||
var/default_type = DEFAULT_WALL_MATERIAL
|
||||
var/default_type = MAT_STEEL
|
||||
var/datum/material/material
|
||||
var/perunit = SHEET_MATERIAL_AMOUNT
|
||||
var/apply_colour //temp pending icon rewrite
|
||||
@@ -26,7 +26,7 @@
|
||||
randpixel_xy()
|
||||
|
||||
if(!default_type)
|
||||
default_type = DEFAULT_WALL_MATERIAL
|
||||
default_type = MAT_STEEL
|
||||
material = get_material_by_name("[default_type]")
|
||||
if(!material)
|
||||
return INITIALIZE_HINT_QDEL
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/stack/material/steel
|
||||
name = DEFAULT_WALL_MATERIAL
|
||||
name = MAT_STEEL
|
||||
icon_state = "sheet-refined"
|
||||
default_type = DEFAULT_WALL_MATERIAL
|
||||
default_type = MAT_STEEL
|
||||
no_variants = FALSE
|
||||
apply_colour = TRUE
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
throw_range = 20
|
||||
drop_sound = 'sound/items/drop/metalweapon.ogg'
|
||||
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
|
||||
matter = list(DEFAULT_WALL_MATERIAL = SHEET_MATERIAL_AMOUNT / 2)
|
||||
matter = list(MAT_STEEL = SHEET_MATERIAL_AMOUNT / 2)
|
||||
max_amount = 60
|
||||
attack_verb = list("hit", "bludgeoned", "whacked")
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
product = /obj/item/stack/material/plasteel
|
||||
|
||||
/datum/alloy/steel
|
||||
metaltag = DEFAULT_WALL_MATERIAL
|
||||
metaltag = MAT_STEEL
|
||||
requires = list(
|
||||
"carbon" = 1,
|
||||
"hematite" = 1
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "deep_scan_device"
|
||||
item_state = "electronic"
|
||||
origin_tech = list(TECH_MAGNET = 1, TECH_ENGINEERING = 1)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 150)
|
||||
matter = list(MAT_STEEL = 150)
|
||||
var/scan_time = 2 SECONDS
|
||||
var/range = 2
|
||||
var/exact = FALSE
|
||||
@@ -74,7 +74,7 @@
|
||||
desc = "An advanced device used to locate ore deep underground."
|
||||
description_info = "This scanner has variable range, you can use the Set Scanner Range verb, or alt+click the device. Drills dig in 5x5."
|
||||
origin_tech = list(TECH_MAGNET = 4, TECH_ENGINEERING = 4)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 150)
|
||||
matter = list(MAT_STEEL = 150)
|
||||
scan_time = 0.5 SECONDS
|
||||
exact = TRUE
|
||||
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
icon_state = "pickaxe"
|
||||
item_state = "jackhammer"
|
||||
w_class = ITEMSIZE_LARGE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 3750)
|
||||
matter = list(MAT_STEEL = 3750)
|
||||
var/digspeed = 40 //moving the delay to an item var so R&D can make improved picks. --NEO
|
||||
var/sand_dig = FALSE // does this thing dig sand?
|
||||
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
|
||||
@@ -122,7 +122,7 @@
|
||||
item_state = "shovel"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50)
|
||||
matter = list(MAT_STEEL = 50)
|
||||
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
|
||||
sharp = 0
|
||||
edge = 1
|
||||
|
||||
@@ -202,7 +202,7 @@ GLOBAL_LIST_EMPTY(unique_deployable)
|
||||
icon_state = "table"
|
||||
|
||||
/obj/structure/table/survival_pod/New()
|
||||
material = get_material_by_name(DEFAULT_WALL_MATERIAL)
|
||||
material = get_material_by_name(MAT_STEEL)
|
||||
verbs -= /obj/structure/table/verb/do_flip
|
||||
verbs -= /obj/structure/table/proc/do_put
|
||||
..()
|
||||
@@ -253,7 +253,7 @@ GLOBAL_LIST_EMPTY(unique_deployable)
|
||||
icon_state = "bed"
|
||||
|
||||
/obj/structure/bed/pod/New(var/newloc)
|
||||
..(newloc,DEFAULT_WALL_MATERIAL,"cotton")
|
||||
..(newloc,MAT_STEEL,"cotton")
|
||||
|
||||
//Survival Storage Unit
|
||||
/obj/machinery/smartfridge/survival_pod
|
||||
|
||||
@@ -278,7 +278,7 @@
|
||||
update_icons()
|
||||
else if(istype(A, /obj/item/stack/material) && amount + 4 <= maxAmount)
|
||||
var/obj/item/stack/material/M = A
|
||||
if(M.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
if(M.get_material_name() == MAT_STEEL)
|
||||
visible_message("<b>\The [src]</b> begins to make tiles.")
|
||||
busy = 1
|
||||
update_icons()
|
||||
|
||||
@@ -237,7 +237,7 @@
|
||||
/mob/living/simple_mob/protean_blob/Life()
|
||||
. = ..()
|
||||
if(. && istype(refactory) && humanform)
|
||||
if(!healing && (human_brute || human_burn) && refactory.get_stored_material(DEFAULT_WALL_MATERIAL) >= 100)
|
||||
if(!healing && (human_brute || human_burn) && refactory.get_stored_material(MAT_STEEL) >= 100)
|
||||
healing = humanform.add_modifier(/datum/modifier/protean/steel, origin = refactory)
|
||||
else if(healing && !(human_brute || human_burn))
|
||||
healing.expire()
|
||||
|
||||
@@ -28,13 +28,13 @@
|
||||
|
||||
//Organ is missing, needs restoring
|
||||
if(!organs_by_name[choice] || istype(organs_by_name[choice], /obj/item/organ/external/stump)) //allows limb stumps to regenerate like removed limbs.
|
||||
if(refactory.get_stored_material(DEFAULT_WALL_MATERIAL) < PER_LIMB_STEEL_COST)
|
||||
if(refactory.get_stored_material(MAT_STEEL) < PER_LIMB_STEEL_COST)
|
||||
to_chat(src,"<span class='warning'>You're missing that limb, and need to store at least [PER_LIMB_STEEL_COST] steel to regenerate it.</span>")
|
||||
return
|
||||
var/regen = tgui_alert(src,"That limb is missing, do you want to regenerate it in exchange for [PER_LIMB_STEEL_COST] steel?","Regenerate limb?",list("Yes","No"))
|
||||
if(regen != "Yes")
|
||||
return
|
||||
if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,PER_LIMB_STEEL_COST))
|
||||
if(!refactory.use_stored_material(MAT_STEEL,PER_LIMB_STEEL_COST))
|
||||
return
|
||||
if(organs_by_name[choice])
|
||||
var/obj/item/organ/external/oldlimb = organs_by_name[choice]
|
||||
@@ -148,7 +148,7 @@
|
||||
return
|
||||
|
||||
//Not enough resources (AND spends the resources, should be the last check)
|
||||
if(!refactory.use_stored_material(DEFAULT_WALL_MATERIAL,refactory.max_storage))
|
||||
if(!refactory.use_stored_material(MAT_STEEL,refactory.max_storage))
|
||||
to_chat(src, "<span class='warning'>You need to be maxed out on normal metal to do this!</span>")
|
||||
return
|
||||
|
||||
|
||||
@@ -231,7 +231,7 @@
|
||||
/datum/modifier/protean
|
||||
stacks = MODIFIER_STACK_FORBID
|
||||
var/material_use = METAL_PER_TICK
|
||||
var/material_name = DEFAULT_WALL_MATERIAL
|
||||
var/material_name = MAT_STEEL
|
||||
|
||||
/datum/modifier/protean/on_applied()
|
||||
. = ..()
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
throw_speed = 5
|
||||
throw_range = 10
|
||||
origin_tech = list(TECH_MAGNET = 2, TECH_BIO = 1, TECH_ENGINEERING = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
|
||||
matter = list(MAT_STEEL = 500, MAT_GLASS = 200)
|
||||
var/mode = 1;
|
||||
|
||||
/obj/item/device/robotanalyzer/attack(mob/living/M as mob, mob/living/user as mob)
|
||||
|
||||
@@ -212,7 +212,7 @@
|
||||
name = "broken component"
|
||||
icon = 'icons/obj/robot_component.dmi'
|
||||
icon_state = "broken"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000)
|
||||
matter = list(MAT_STEEL = 1000)
|
||||
|
||||
/obj/item/broken_device/random
|
||||
var/list/possible_icons = list("binradio_broken",
|
||||
|
||||
@@ -622,7 +622,7 @@
|
||||
if(istype(T,/obj/item/stack))
|
||||
var/obj/item/stack/stack = T
|
||||
total_material *= stack.get_amount()
|
||||
if(material == DEFAULT_WALL_MATERIAL)
|
||||
if(material == MAT_STEEL)
|
||||
metal.add_charge(total_material)
|
||||
if(material == "glass")
|
||||
glass.add_charge(total_material)
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
organ_tag = O_FACT
|
||||
parent_organ = BP_TORSO
|
||||
|
||||
var/list/materials = list(DEFAULT_WALL_MATERIAL = 0)
|
||||
var/list/materials = list(MAT_STEEL = 0)
|
||||
var/max_storage = 10000
|
||||
|
||||
/obj/item/organ/internal/nano/refactory/proc/get_stored_material(var/material)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
w_class = ITEMSIZE_TINY
|
||||
throw_speed = 7
|
||||
throw_range = 15
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10)
|
||||
matter = list(MAT_STEEL = 10)
|
||||
var/colour = "black" //what colour the ink is!
|
||||
pressure_resistance = 2
|
||||
drop_sound = 'sound/items/drop/accessory.ogg'
|
||||
|
||||
@@ -128,7 +128,7 @@ var/global/photo_count = 0
|
||||
item_state = "camera"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
slot_flags = SLOT_BELT
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
var/pictures_max = 10
|
||||
var/pictures_left = 10
|
||||
var/on = 1
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
slot_flags = SLOT_HOLSTER
|
||||
throw_speed = 7
|
||||
throw_range = 15
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
pressure_resistance = 2
|
||||
attack_verb = list("stamped")
|
||||
drop_sound = 'sound/items/drop/device.ogg'
|
||||
|
||||
@@ -194,7 +194,7 @@
|
||||
throwforce = 5
|
||||
throw_speed = 1
|
||||
throw_range = 2
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 100)
|
||||
matter = list(MAT_STEEL = 100)
|
||||
|
||||
/obj/item/device/am_shielding_container/attackby(var/obj/item/I, var/mob/user)
|
||||
if(istype(I, /obj/item/device/multitool) && istype(src.loc,/turf))
|
||||
|
||||
@@ -503,7 +503,7 @@ var/list/possible_cable_coil_colours = list(
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
|
||||
matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "coil"
|
||||
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
||||
@@ -948,7 +948,7 @@ var/list/possible_cable_coil_colours = list(
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 2
|
||||
throw_range = 5
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 20)
|
||||
matter = list(MAT_STEEL = 50, MAT_GLASS = 20)
|
||||
slot_flags = SLOT_BELT
|
||||
attack_verb = list("whipped", "lashed", "disciplined", "flogged")
|
||||
stacktype = null
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
var/charge_amount = 25 // How much power to give, if self_recharge is true. The number is in absolute cell charge, as it gets divided by CELLRATE later.
|
||||
var/last_use = 0 // A tracker for use in self-charging
|
||||
var/charge_delay = 0 // How long it takes for the cell to start recharging after last use
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
|
||||
drop_sound = 'sound/items/drop/component.ogg'
|
||||
pickup_sound = 'sound/items/pickup/component.ogg'
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
throw_range = 7
|
||||
maxcharge = 480
|
||||
charge_amount = 5
|
||||
matter = list("metal" = 350, "glass" = 50)
|
||||
matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
|
||||
preserve_item = 1
|
||||
|
||||
/obj/item/weapon/cell/device/weapon
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
origin_tech = list(TECH_POWER = 2)
|
||||
icon_state = "exs_m"
|
||||
maxcharge = 10000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
|
||||
matter = list(MAT_STEEL = 1000, MAT_GLASS = 80, MAT_SILVER = 100)
|
||||
self_recharge = TRUE
|
||||
charge_amount = 150
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
origin_tech = list(TECH_POWER = 0)
|
||||
icon_state = "s_st"
|
||||
maxcharge = 500
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
|
||||
|
||||
/obj/item/weapon/cell/crap/empty/New()
|
||||
..()
|
||||
@@ -15,7 +15,7 @@
|
||||
origin_tech = list(TECH_POWER = 0)
|
||||
icon_state = "meb_s_st"
|
||||
maxcharge = 600 //600 max charge / 100 charge per shot = six shots
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 40)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 40)
|
||||
|
||||
/obj/item/weapon/cell/secborg/empty/New()
|
||||
..()
|
||||
@@ -27,14 +27,14 @@
|
||||
origin_tech = list(TECH_POWER = 1)
|
||||
icon_state = "meb_b_st"
|
||||
maxcharge = 5000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 50)
|
||||
|
||||
/obj/item/weapon/cell/high
|
||||
name = "high-capacity power cell"
|
||||
origin_tech = list(TECH_POWER = 2)
|
||||
icon_state = "b_hi"
|
||||
maxcharge = 10000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 60)
|
||||
|
||||
/obj/item/weapon/cell/high/empty/New()
|
||||
..()
|
||||
@@ -46,7 +46,7 @@
|
||||
origin_tech = list(TECH_POWER = 5)
|
||||
icon_state = "b_sup"
|
||||
maxcharge = 20000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 70)
|
||||
|
||||
/obj/item/weapon/cell/super/empty/New()
|
||||
..()
|
||||
@@ -58,7 +58,7 @@
|
||||
origin_tech = list(TECH_POWER = 6)
|
||||
icon_state = "b_hy"
|
||||
maxcharge = 30000
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
|
||||
|
||||
/obj/item/weapon/cell/hyper/empty/New()
|
||||
..()
|
||||
@@ -76,7 +76,7 @@
|
||||
icon_state = "infinite_b"
|
||||
origin_tech = null
|
||||
maxcharge = 30000 //determines how badly mobs get shocked
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
|
||||
matter = list(MAT_STEEL = 700, MAT_GLASS = 80)
|
||||
|
||||
/obj/item/weapon/cell/infinite/check_charge()
|
||||
return 1
|
||||
@@ -149,7 +149,7 @@
|
||||
name = "miniature power cell"
|
||||
desc = "A tiny power cell with a very low power capacity. Used in light fixtures to power them in the event of an outage."
|
||||
maxcharge = 120 //Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell
|
||||
matter = list("glass" = 20)
|
||||
matter = list(MAT_GLASS = 20)
|
||||
icon_state = "meb_s_sup"
|
||||
w_class = ITEMSIZE_TINY
|
||||
|
||||
|
||||
@@ -893,7 +893,7 @@ var/global/list/light_type_cache = list()
|
||||
force = 2
|
||||
throwforce = 5
|
||||
w_class = ITEMSIZE_TINY
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
///LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
||||
var/status = LIGHT_OK
|
||||
@@ -930,7 +930,7 @@ var/global/list/light_type_cache = list()
|
||||
icon_state = "ltube"
|
||||
base_state = "ltube"
|
||||
item_state = "c_tube"
|
||||
matter = list("glass" = 100)
|
||||
matter = list(MAT_GLASS = 100)
|
||||
brightness_range = 7
|
||||
brightness_power = 2
|
||||
|
||||
@@ -949,7 +949,7 @@ var/global/list/light_type_cache = list()
|
||||
icon_state = "lbulb"
|
||||
base_state = "lbulb"
|
||||
item_state = "contvapour"
|
||||
matter = list("glass" = 100)
|
||||
matter = list(MAT_GLASS = 100)
|
||||
brightness_range = 5
|
||||
brightness_power = 1
|
||||
brightness_color = LIGHT_COLOR_INCANDESCENT_BULB
|
||||
@@ -981,7 +981,7 @@ var/global/list/light_type_cache = list()
|
||||
icon_state = "fbulb"
|
||||
base_state = "fbulb"
|
||||
item_state = "egg4"
|
||||
matter = list("glass" = 100)
|
||||
matter = list(MAT_GLASS = 100)
|
||||
|
||||
// update the icon state and description of the light
|
||||
/obj/item/weapon/light/update_icon()
|
||||
|
||||
@@ -209,7 +209,7 @@
|
||||
update_icon() // VOREStation Add
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
if(istype(W, /obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
|
||||
var/amt = CEILING(( initial(integrity) - integrity)/10, 1)
|
||||
if(!amt)
|
||||
to_chat(user, "<span class='notice'>\The [src] is already fully repaired.</span>")
|
||||
|
||||
@@ -23,7 +23,7 @@
|
||||
name = T_BOARD("grounding rod")
|
||||
build_path = /obj/machinery/power/grounding_rod
|
||||
board_type = new /datum/frame/frame_types/machine
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
matter = list(MAT_STEEL = 50, MAT_GLASS = 50)
|
||||
req_components = list()
|
||||
|
||||
/datum/category_item/autolathe/engineering/grounding_rod
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "syringe_kit"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 500)
|
||||
matter = list(MAT_STEEL = 500)
|
||||
throwforce = 5
|
||||
w_class = ITEMSIZE_SMALL
|
||||
throw_speed = 4
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
icon_state = "38"
|
||||
caliber = ".357"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1260)
|
||||
matter = list(MAT_STEEL = 1260)
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
desc = "A speedloader for .38 revolvers."
|
||||
icon_state = "38"
|
||||
caliber = ".38"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 360)
|
||||
matter = list(MAT_STEEL = 360)
|
||||
ammo_type = /obj/item/ammo_casing/a38
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
@@ -64,7 +64,7 @@
|
||||
icon_state = "45"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
caliber = ".45"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
@@ -101,7 +101,7 @@
|
||||
icon_state = "uzi45"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1200)
|
||||
matter = list(MAT_STEEL = 1200)
|
||||
caliber = ".45"
|
||||
max_ammo = 16
|
||||
multiple_sprites = 1
|
||||
@@ -114,7 +114,7 @@
|
||||
icon_state = "tommy-mag"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1500)
|
||||
matter = list(MAT_STEEL = 1500)
|
||||
caliber = ".45"
|
||||
max_ammo = 20
|
||||
|
||||
@@ -131,7 +131,7 @@
|
||||
w_class = ITEMSIZE_NORMAL // Bulky ammo doesn't fit in your pockets!
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 3750)
|
||||
matter = list(MAT_STEEL = 3750)
|
||||
caliber = ".45"
|
||||
max_ammo = 50
|
||||
|
||||
@@ -148,7 +148,7 @@
|
||||
desc = "A stripper clip for reloading .45 rounds into magazines."
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs very roughly based around one .45 casing = 75 metal
|
||||
matter = list(MAT_STEEL = 675) // metal costs very roughly based around one .45 casing = 75 metal
|
||||
max_ammo = 9
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -168,7 +168,7 @@
|
||||
name = "speedloader (.45)"
|
||||
icon_state = "45s"
|
||||
ammo_type = /obj/item/ammo_casing/a45
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
matter = list(MAT_STEEL = 525) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
caliber = ".45"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
@@ -214,7 +214,7 @@
|
||||
icon_state = "9x19p_fullsize"
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 600)
|
||||
matter = list(MAT_STEEL = 600)
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
max_ammo = 10
|
||||
@@ -250,7 +250,7 @@
|
||||
icon_state = "9x19p"
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 480)
|
||||
matter = list(MAT_STEEL = 480)
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
max_ammo = 8
|
||||
@@ -277,7 +277,7 @@
|
||||
icon_state = "9mmt"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1200)
|
||||
matter = list(MAT_STEEL = 1200)
|
||||
caliber = "9mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
@@ -300,14 +300,14 @@
|
||||
/obj/item/ammo_magazine/m9mmt/ap
|
||||
name = "top mounted magazine (9mm armor piercing)"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000, MAT_PLASTEEL = 2000)
|
||||
matter = list(MAT_STEEL = 1000, MAT_PLASTEEL = 2000)
|
||||
|
||||
/obj/item/ammo_magazine/m9mmp90
|
||||
name = "large capacity top mounted magazine (9mm armor-piercing)"
|
||||
icon_state = "p90"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a9mm/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 3000)
|
||||
matter = list(MAT_STEEL = 3000)
|
||||
caliber = "9mm"
|
||||
max_ammo = 50
|
||||
multiple_sprites = 1
|
||||
@@ -321,7 +321,7 @@
|
||||
desc = "A stripper clip for reloading 9mm rounds into magazines."
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
|
||||
matter = list(MAT_STEEL = 540) // metal costs are very roughly based around one 9mm casing = 60 metal
|
||||
max_ammo = 9
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -342,7 +342,7 @@
|
||||
icon_state = "S9mm"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1200)
|
||||
matter = list(MAT_STEEL = 1200)
|
||||
caliber = "9mm"
|
||||
max_ammo = 21
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_ILLEGAL = 1)
|
||||
@@ -352,7 +352,7 @@
|
||||
desc = "A high capacity double stack magazine made specially for the Advanced SMG. Filled with 21 9mm armor piercing bullets."
|
||||
icon_state = "S9mm"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
|
||||
/obj/item/ammo_magazine/m9mmR/saber/empty
|
||||
initial_ammo = 0
|
||||
@@ -365,7 +365,7 @@
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = "10mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1500)
|
||||
matter = list(MAT_STEEL = 1500)
|
||||
ammo_type = /obj/item/ammo_casing/a10mm
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
@@ -379,7 +379,7 @@
|
||||
desc = "A stripper clip for reloading 5mm rounds into magazines."
|
||||
caliber = "10mm"
|
||||
ammo_type = /obj/item/ammo_casing/a10mm
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
|
||||
matter = list(MAT_STEEL = 675) // metal costs are very roughly based around one 10mm casing = 75 metal
|
||||
max_ammo = 9
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -395,14 +395,14 @@
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = "5.45mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1800)
|
||||
matter = list(MAT_STEEL = 1800)
|
||||
ammo_type = /obj/item/ammo_casing/a545
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/m545/ext
|
||||
name = "extended magazine (5.45mm)"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2700)
|
||||
matter = list(MAT_STEEL = 2700)
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/m545/empty
|
||||
@@ -438,7 +438,7 @@
|
||||
/obj/item/ammo_magazine/m545/small
|
||||
name = "reduced magazine (5.45mm)"
|
||||
icon_state = "m545-small"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 900)
|
||||
matter = list(MAT_STEEL = 900)
|
||||
max_ammo = 10
|
||||
|
||||
/obj/item/ammo_magazine/m545/small/empty
|
||||
@@ -461,7 +461,7 @@
|
||||
icon_state = "clip_rifle"
|
||||
caliber = "5.45mm"
|
||||
ammo_type = /obj/item/ammo_casing/a545
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
|
||||
matter = list(MAT_STEEL = 450) // metal costs are very roughly based around one 10mm casing = 180 metal
|
||||
max_ammo = 5
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -483,7 +483,7 @@
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = "5.45mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
matter = list(MAT_STEEL = 10000)
|
||||
ammo_type = /obj/item/ammo_casing/a545
|
||||
w_class = ITEMSIZE_NORMAL // This should NOT fit in your pocket!!
|
||||
max_ammo = 50
|
||||
@@ -508,7 +508,7 @@
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".44"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1260)
|
||||
matter = list(MAT_STEEL = 1260)
|
||||
ammo_type = /obj/item/ammo_casing/a44
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
@@ -522,7 +522,7 @@
|
||||
desc = "A stripper clip for reloading .44 rounds into magazines."
|
||||
caliber = ".44"
|
||||
ammo_type = /obj/item/ammo_casing/a44
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
|
||||
matter = list(MAT_STEEL = 1620) // metal costs are very roughly based around one .50 casing = 180 metal
|
||||
max_ammo = 9
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -530,7 +530,7 @@
|
||||
name = "speedloader (.44)"
|
||||
icon_state = "44"
|
||||
ammo_type = /obj/item/ammo_casing/a44
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
matter = list(MAT_STEEL = 1260) //metal costs are very roughly based around 1 .45 casing = 75 metal
|
||||
caliber = ".44"
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
@@ -555,7 +555,7 @@
|
||||
icon_state = "m762-small"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "7.62mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
@@ -572,7 +572,7 @@
|
||||
icon_state = "m762"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "7.62mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 4000)
|
||||
matter = list(MAT_STEEL = 4000)
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
@@ -589,7 +589,7 @@
|
||||
icon_state = "gclip"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "7.62mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1600)
|
||||
matter = list(MAT_STEEL = 1600)
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 8
|
||||
multiple_sprites = 1
|
||||
@@ -606,7 +606,7 @@
|
||||
icon_state = "clip_rifle"
|
||||
caliber = "7.62mm"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
|
||||
matter = list(MAT_STEEL = 1000) // metal costs are very roughly based around one 7.62 casing = 200 metal
|
||||
max_ammo = 5
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -627,7 +627,7 @@
|
||||
icon_state = "SVD"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "7.62mm"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
@@ -646,7 +646,7 @@
|
||||
icon_state = "ashot-mag"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "12g"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 13000)
|
||||
matter = list(MAT_STEEL = 13000)
|
||||
ammo_type = /obj/item/ammo_casing/a12g
|
||||
max_ammo = 24
|
||||
multiple_sprites = 1
|
||||
@@ -672,7 +672,7 @@
|
||||
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with slugs."
|
||||
caliber = "12g"
|
||||
ammo_type = /obj/item/ammo_casing/a12g
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1070) // slugs shells x2 + 350 metal for the clip itself.
|
||||
matter = list(MAT_STEEL = 1070) // slugs shells x2 + 350 metal for the clip itself.
|
||||
max_ammo = 2
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -681,14 +681,14 @@
|
||||
icon_state = "12gclipshell"
|
||||
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with buckshot."
|
||||
ammo_type = /obj/item/ammo_casing/a12g/pellet
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1070) // buckshot and slugs cost the same
|
||||
matter = list(MAT_STEEL = 1070) // buckshot and slugs cost the same
|
||||
|
||||
/obj/item/ammo_magazine/clip/c12g/beanbag
|
||||
name = "ammo clip (12g beanbag)"
|
||||
icon_state = "12gclipbean"
|
||||
desc = "A color-coded metal clip for holding and quickly loading shotgun shells. This one is loaded with beanbags."
|
||||
ammo_type = /obj/item/ammo_casing/a12g/beanbag
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 710) //beanbags x2 + 350 metal
|
||||
matter = list(MAT_STEEL = 710) //beanbags x2 + 350 metal
|
||||
|
||||
///////// .75 Gyrojet /////////
|
||||
|
||||
@@ -712,6 +712,6 @@
|
||||
caliber = "caps"
|
||||
color = "#FF0000"
|
||||
ammo_type = /obj/item/ammo_casing/cap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 600)
|
||||
matter = list(MAT_STEEL = 600)
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "caseless-mag"
|
||||
w_class = ITEMSIZE_SMALL
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1800)
|
||||
matter = list(MAT_STEEL = 1800)
|
||||
origin_tech = list(TECH_COMBAT = 1)
|
||||
var/remaining = 9
|
||||
preserve_item = 1
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
desc = "A .357 bullet casing."
|
||||
caliber = ".357"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/strong
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 210)
|
||||
matter = list(MAT_STEEL = 210)
|
||||
|
||||
/*
|
||||
* .38
|
||||
@@ -37,7 +37,7 @@
|
||||
desc = "A .38 bullet casing."
|
||||
caliber = ".38"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a38/rubber
|
||||
desc = "A .38 rubber bullet casing."
|
||||
@@ -49,7 +49,7 @@
|
||||
desc = "A .38 bullet casing fitted with a single-use ion pulse generator."
|
||||
icon_state = "empcasing"
|
||||
projectile_type = /obj/item/projectile/ion/small
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
|
||||
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
|
||||
|
||||
/*
|
||||
* .44
|
||||
@@ -59,18 +59,18 @@
|
||||
desc = "A .44 bullet casing."
|
||||
caliber = ".44"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/strong
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 210)
|
||||
matter = list(MAT_STEEL = 210)
|
||||
|
||||
/obj/item/ammo_casing/a44/rubber
|
||||
icon_state = "r-casing"
|
||||
desc = "A .44 rubber bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a44/rifle
|
||||
desc = "A proprietary Hedberg-Hammarstrom .44 bullet casing designed for use in revolving rifles."
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a44rifle
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 210)
|
||||
matter = list(MAT_STEEL = 210)
|
||||
|
||||
/*
|
||||
* .75 (aka Gyrojet Rockets, aka admin abuse)
|
||||
@@ -80,7 +80,7 @@
|
||||
desc = "A .75 gyrojet rocket sheathe."
|
||||
caliber = ".75"
|
||||
projectile_type = /obj/item/projectile/bullet/gyro
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 4000)
|
||||
matter = list(MAT_STEEL = 4000)
|
||||
|
||||
/*
|
||||
* 9mm
|
||||
@@ -90,12 +90,12 @@
|
||||
desc = "A 9mm bullet casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a9mm/ap
|
||||
desc = "A 9mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 80)
|
||||
matter = list(MAT_STEEL = 80)
|
||||
|
||||
/obj/item/ammo_casing/a9mm/hp
|
||||
desc = "A 9mm hollow-point bullet casing."
|
||||
@@ -125,43 +125,43 @@
|
||||
desc = "A .45 bullet casing."
|
||||
caliber = ".45"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/medium
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 75)
|
||||
matter = list(MAT_STEEL = 75)
|
||||
|
||||
/obj/item/ammo_casing/a45/ap
|
||||
desc = "A .45 Armor-Piercing bullet casing."
|
||||
icon_state = "r-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/medium/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 50, MAT_PLASTEEL = 25)
|
||||
matter = list(MAT_STEEL = 50, MAT_PLASTEEL = 25)
|
||||
|
||||
/obj/item/ammo_casing/a45/practice
|
||||
desc = "A .45 practice bullet casing."
|
||||
icon_state = "r-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/practice
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a45/rubber
|
||||
desc = "A .45 rubber bullet casing."
|
||||
icon_state = "r-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/rubber
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a45/flash
|
||||
desc = "A .45 flash shell casing."
|
||||
icon_state = "r-casing"
|
||||
projectile_type = /obj/item/projectile/energy/flash
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60)
|
||||
matter = list(MAT_STEEL = 60)
|
||||
|
||||
/obj/item/ammo_casing/a45/emp
|
||||
name = ".45 haywire round"
|
||||
desc = "A .45 bullet casing fitted with a single-use ion pulse generator."
|
||||
projectile_type = /obj/item/projectile/ion/small
|
||||
icon_state = "empcasing"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
|
||||
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
|
||||
|
||||
/obj/item/ammo_casing/a45/hp
|
||||
desc = "A .45 hollow-point bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/medium/hp
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 60, MAT_PLASTIC = 15)
|
||||
matter = list(MAT_STEEL = 60, MAT_PLASTIC = 15)
|
||||
|
||||
/*
|
||||
* 10mm
|
||||
@@ -171,14 +171,14 @@
|
||||
desc = "A 10mm bullet casing."
|
||||
caliber = "10mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/medium
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 75)
|
||||
matter = list(MAT_STEEL = 75)
|
||||
|
||||
/obj/item/ammo_casing/a10mm/emp
|
||||
name = "10mm haywire round"
|
||||
desc = "A 10mm bullet casing fitted with a single-use ion pulse generator."
|
||||
projectile_type = /obj/item/projectile/ion/small
|
||||
icon_state = "empcasing"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 130, "uranium" = 100)
|
||||
matter = list(MAT_STEEL = 130, MAT_URANIUM = 100)
|
||||
|
||||
/*
|
||||
* 12g (aka shotgun ammo)
|
||||
@@ -190,7 +190,7 @@
|
||||
icon_state = "slshell"
|
||||
caliber = "12g"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 360)
|
||||
matter = list(MAT_STEEL = 360)
|
||||
|
||||
/obj/item/ammo_casing/a12g/pellet
|
||||
name = "shotgun shell"
|
||||
@@ -203,21 +203,21 @@
|
||||
desc = "A blank shell."
|
||||
icon_state = "blshell"
|
||||
projectile_type = /obj/item/projectile/bullet/blank
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a12g/practice
|
||||
name = "shotgun shell"
|
||||
desc = "A practice shell."
|
||||
icon_state = "pshell"
|
||||
projectile_type = /obj/item/projectile/bullet/practice
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a12g/beanbag
|
||||
name = "beanbag shell"
|
||||
desc = "A beanbag shell."
|
||||
icon_state = "bshell"
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 180)
|
||||
matter = list(MAT_STEEL = 180)
|
||||
|
||||
//Can stun in one hit if aimed at the head, but
|
||||
//is blocked by clothing that stops tasers and is vulnerable to EMP
|
||||
@@ -226,7 +226,7 @@
|
||||
desc = "A 12 gauge taser cartridge."
|
||||
icon_state = "stunshell"
|
||||
projectile_type = /obj/item/projectile/energy/electrode/stunshot
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 360, "glass" = 720)
|
||||
matter = list(MAT_STEEL = 360, MAT_GLASS = 720)
|
||||
|
||||
/obj/item/ammo_casing/a12g/stunshell/emp_act(severity)
|
||||
if(prob(100/severity)) BB = null
|
||||
@@ -238,7 +238,7 @@
|
||||
desc = "A chemical shell used to signal distress or provide illumination."
|
||||
icon_state = "fshell"
|
||||
projectile_type = /obj/item/projectile/energy/flash/flare
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90, "glass" = 90)
|
||||
matter = list(MAT_STEEL = 90, MAT_GLASS = 90)
|
||||
|
||||
/obj/item/ammo_casing/a12g/emp
|
||||
name = "ion shell"
|
||||
@@ -246,7 +246,7 @@
|
||||
icon_state = "empshell"
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
// projectile_type = /obj/item/projectile/bullet/shotgun/ion
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 360, "uranium" = 240)
|
||||
matter = list(MAT_STEEL = 360, MAT_URANIUM = 240)
|
||||
|
||||
/obj/item/ammo_casing/a12g/flechette
|
||||
name = "shotgun flechette"
|
||||
@@ -254,7 +254,7 @@
|
||||
icon_state = "slshell"
|
||||
caliber = "12g"
|
||||
projectile_type = /obj/item/projectile/scatter/flechette
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 360, MAT_PLASTEEL = 100)
|
||||
matter = list(MAT_STEEL = 360, MAT_PLASTEEL = 100)
|
||||
|
||||
/*
|
||||
* 7.62mm
|
||||
@@ -265,23 +265,23 @@
|
||||
caliber = "7.62mm"
|
||||
icon_state = "rifle-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a762
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 200)
|
||||
matter = list(MAT_STEEL = 200)
|
||||
|
||||
/obj/item/ammo_casing/a762/ap
|
||||
desc = "A 7.62mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a762/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 300)
|
||||
matter = list(MAT_STEEL = 300)
|
||||
|
||||
/obj/item/ammo_casing/a762/practice
|
||||
desc = "A 7.62mm practice bullet casing."
|
||||
icon_state = "rifle-casing" // Need to make an icon for these
|
||||
projectile_type = /obj/item/projectile/bullet/practice
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a762/blank
|
||||
desc = "A blank 7.62mm bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/blank
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a762/hp
|
||||
desc = "A 7.62mm hollow-point bullet casing."
|
||||
@@ -300,7 +300,7 @@
|
||||
icon_state = "lcasing"
|
||||
caliber = "14.5mm"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a145
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1250)
|
||||
matter = list(MAT_STEEL = 1250)
|
||||
|
||||
/obj/item/ammo_casing/a145/highvel
|
||||
desc = "A 14.5mm sabot shell."
|
||||
@@ -319,23 +319,23 @@
|
||||
caliber = "5.45mm"
|
||||
icon_state = "rifle-casing"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a545
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 180)
|
||||
matter = list(MAT_STEEL = 180)
|
||||
|
||||
/obj/item/ammo_casing/a545/ap
|
||||
desc = "A 5.45mm armor-piercing bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a545/ap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 270)
|
||||
matter = list(MAT_STEEL = 270)
|
||||
|
||||
/obj/item/ammo_casing/a545/practice
|
||||
desc = "A 5.45mm practice bullet casing."
|
||||
icon_state = "rifle-casing" // Need to make an icon for these
|
||||
projectile_type = /obj/item/projectile/bullet/practice
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a545/blank
|
||||
desc = "A blank 5.45mm bullet casing."
|
||||
projectile_type = /obj/item/projectile/bullet/blank
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 90)
|
||||
matter = list(MAT_STEEL = 90)
|
||||
|
||||
/obj/item/ammo_casing/a545/hp
|
||||
desc = "A 5.45mm hollow-point bullet casing."
|
||||
@@ -354,7 +354,7 @@
|
||||
caliber = "5mm caseless"
|
||||
icon_state = "casing" // Placeholder. Should probably be purple.
|
||||
projectile_type = /obj/item/projectile/bullet/pistol // Close enough to be comparable.
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 180)
|
||||
matter = list(MAT_STEEL = 180)
|
||||
caseless = 1
|
||||
|
||||
/obj/item/ammo_casing/a5mmcaseless/stun
|
||||
@@ -371,7 +371,7 @@
|
||||
icon_state = "rocketshell"
|
||||
projectile_type = /obj/item/projectile/bullet/srmrocket
|
||||
caliber = "rocket"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
matter = list(MAT_STEEL = 10000)
|
||||
|
||||
/obj/item/ammo_casing/cap
|
||||
name = "cap"
|
||||
@@ -380,7 +380,7 @@
|
||||
icon_state = "r-casing"
|
||||
color = "#FF0000"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/cap
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 85)
|
||||
matter = list(MAT_STEEL = 85)
|
||||
|
||||
/obj/item/ammo_casing/spent // For simple hostile mobs only, so they don't cough up usable bullets when firing. This is for literally nothing else.
|
||||
icon_state = "s-casing-spent"
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 10
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/midlaser
|
||||
one_handed_penalty = 30
|
||||
|
||||
@@ -77,7 +77,7 @@
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 15
|
||||
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/mininglaser
|
||||
one_handed_penalty = 30
|
||||
|
||||
@@ -284,7 +284,7 @@
|
||||
item_state = "laser"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/blue
|
||||
cell_type = /obj/item/weapon/cell/device/weapon/recharge
|
||||
battery_lock = 1
|
||||
|
||||
@@ -43,7 +43,7 @@
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
force = 10
|
||||
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
fire_sound = 'sound/weapons/mandalorian.ogg'
|
||||
projectile_type = /obj/item/projectile/beam/imperial
|
||||
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
w_class = ITEMSIZE_SMALL
|
||||
item_state = "crossbow"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
slot_flags = SLOT_BELT | SLOT_HOLSTER
|
||||
silenced = 1
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
@@ -67,7 +67,7 @@
|
||||
desc = "A weapon favored by mercenary infiltration teams."
|
||||
w_class = ITEMSIZE_LARGE
|
||||
force = 10
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 200000)
|
||||
matter = list(MAT_STEEL = 200000)
|
||||
slot_flags = SLOT_BELT
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
var/obj/item/weapon/grenade/chambered
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 5 //holds this + one in the chamber
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
|
||||
//revolves the magazine, allowing players to choose between multiple grenade types
|
||||
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
|
||||
|
||||
@@ -172,7 +172,7 @@
|
||||
buildstate++
|
||||
update_icon()
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
else if(istype(W,/obj/item/stack/material) && W.get_material_name() == MAT_STEEL)
|
||||
if(buildstate == 2)
|
||||
var/obj/item/stack/material/M = W
|
||||
if(M.use(5))
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "syringe-cartridge"
|
||||
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 125, "glass" = 375)
|
||||
matter = list(MAT_STEEL = 125, MAT_GLASS = 375)
|
||||
slot_flags = SLOT_BELT | SLOT_EARS
|
||||
throwforce = 3
|
||||
force = 3
|
||||
@@ -68,7 +68,7 @@
|
||||
item_state = "syringegun"
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
force = 7
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
matter = list(MAT_STEEL = 2000)
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
if(istype(thing, /obj/item/stack/material) && construction_stage == 1)
|
||||
var/obj/item/stack/material/reinforcing = thing
|
||||
var/datum/material/reinforcing_with = reinforcing.get_material()
|
||||
if(reinforcing_with.name == DEFAULT_WALL_MATERIAL) // Steel
|
||||
if(reinforcing_with.name == MAT_STEEL) // Steel
|
||||
if(reinforcing.get_amount() < 5)
|
||||
to_chat(user, "<span class='warning'>You need at least 5 [reinforcing.singular_name]\s for this task.</span>")
|
||||
return
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
icon_state = "revolver"
|
||||
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1000)
|
||||
matter = list(MAT_STEEL = 1000)
|
||||
recoil = 1
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/strong //Only used for chameleon guns
|
||||
|
||||
|
||||
@@ -201,7 +201,7 @@
|
||||
icon_state = "smg"
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1800)
|
||||
matter = list(MAT_STEEL = 1800)
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/a9mm
|
||||
max_ammo = 30
|
||||
|
||||
@@ -80,7 +80,7 @@
|
||||
icon_state = "9x19p"
|
||||
origin_tech = list(TECH_COMBAT = 2)
|
||||
mag_type = MAGAZINE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 480)
|
||||
matter = list(MAT_STEEL = 480)
|
||||
caliber = ".380"
|
||||
ammo_type = /obj/item/ammo_casing/a380
|
||||
max_ammo = 8
|
||||
@@ -103,7 +103,7 @@
|
||||
icon = 'icons/obj/ammo_vr.dmi'
|
||||
icon_state = "s357"
|
||||
caliber = ".44"
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1260)
|
||||
matter = list(MAT_STEEL = 1260)
|
||||
ammo_type = /obj/item/ammo_casing/a44
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
|
||||
@@ -157,7 +157,7 @@
|
||||
icon_state = "beaker"
|
||||
item_state = "beaker"
|
||||
center_of_mass = list("x" = 15,"y" = 11)
|
||||
matter = list("glass" = 500)
|
||||
matter = list(MAT_GLASS = 500)
|
||||
drop_sound = 'sound/items/drop/glass.ogg'
|
||||
pickup_sound = 'sound/items/pickup/glass.ogg'
|
||||
|
||||
@@ -209,7 +209,7 @@
|
||||
desc = "A large beaker."
|
||||
icon_state = "beakerlarge"
|
||||
center_of_mass = list("x" = 16,"y" = 11)
|
||||
matter = list("glass" = 5000)
|
||||
matter = list(MAT_GLASS = 5000)
|
||||
volume = 120
|
||||
amount_per_transfer_from_this = 10
|
||||
possible_transfer_amounts = list(5,10,15,25,30,60,120)
|
||||
@@ -220,7 +220,7 @@
|
||||
desc = "A cryostasis beaker that allows for chemical storage without reactions."
|
||||
icon_state = "beakernoreact"
|
||||
center_of_mass = list("x" = 16,"y" = 13)
|
||||
matter = list("glass" = 500)
|
||||
matter = list(MAT_GLASS = 500)
|
||||
volume = 60
|
||||
amount_per_transfer_from_this = 10
|
||||
flags = OPENCONTAINER | NOREACT
|
||||
@@ -230,7 +230,7 @@
|
||||
desc = "A bluespace beaker, powered by experimental bluespace technology."
|
||||
icon_state = "beakerbluespace"
|
||||
center_of_mass = list("x" = 16,"y" = 11)
|
||||
matter = list("glass" = 5000)
|
||||
matter = list(MAT_GLASS = 5000)
|
||||
volume = 300
|
||||
amount_per_transfer_from_this = 10
|
||||
possible_transfer_amounts = list(5,10,15,25,30,60,120,300)
|
||||
@@ -241,7 +241,7 @@
|
||||
desc = "A small glass vial."
|
||||
icon_state = "vial"
|
||||
center_of_mass = list("x" = 15,"y" = 9)
|
||||
matter = list("glass" = 250)
|
||||
matter = list(MAT_GLASS = 250)
|
||||
volume = 30
|
||||
w_class = ITEMSIZE_TINY
|
||||
amount_per_transfer_from_this = 10
|
||||
@@ -262,7 +262,7 @@
|
||||
icon_state = "bucket"
|
||||
item_state = "bucket"
|
||||
center_of_mass = list("x" = 16,"y" = 10)
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 200)
|
||||
matter = list(MAT_STEEL = 200)
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
amount_per_transfer_from_this = 20
|
||||
possible_transfer_amounts = list(10,20,30,60,120)
|
||||
@@ -286,7 +286,7 @@
|
||||
user.drop_from_inventory(src)
|
||||
qdel(src)
|
||||
return
|
||||
else if(istype(D, /obj/item/stack/material) && D.get_material_name() == DEFAULT_WALL_MATERIAL)
|
||||
else if(istype(D, /obj/item/stack/material) && D.get_material_name() == MAT_STEEL)
|
||||
var/obj/item/stack/material/M = D
|
||||
if (M.use(1))
|
||||
var/obj/item/weapon/secbot_assembly/edCLN_assembly/B = new /obj/item/weapon/secbot_assembly/edCLN_assembly
|
||||
@@ -320,7 +320,7 @@
|
||||
icon_state = "woodbucket"
|
||||
item_state = "woodbucket"
|
||||
center_of_mass = list("x" = 16,"y" = 8)
|
||||
matter = list("wood" = 50)
|
||||
matter = list(MAT_WOOD = 50)
|
||||
w_class = ITEMSIZE_LARGE
|
||||
amount_per_transfer_from_this = 20
|
||||
possible_transfer_amounts = list(10,20,30,60,120)
|
||||
@@ -356,7 +356,7 @@
|
||||
name = "water-cooler bottle"
|
||||
icon = 'icons/obj/vending.dmi'
|
||||
icon_state = "water_cooler_bottle"
|
||||
matter = list("glass" = 2000)
|
||||
matter = list(MAT_GLASS = 2000)
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
amount_per_transfer_from_this = 20
|
||||
possible_transfer_amounts = list(10,20,30,60,120)
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
item_state = "cleaner"
|
||||
center_of_mass = list("x" = 16,"y" = 10)
|
||||
flags = OPENCONTAINER|NOBLUDGEON
|
||||
matter = list("glass" = 300, DEFAULT_WALL_MATERIAL = 300)
|
||||
matter = list(MAT_GLASS = 300, MAT_STEEL = 300)
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
w_class = ITEMSIZE_SMALL
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
item_state = "syringe_0"
|
||||
icon_state = "0"
|
||||
center_of_mass = list("x" = 16,"y" = 14)
|
||||
matter = list("glass" = 150)
|
||||
matter = list(MAT_GLASS = 150)
|
||||
amount_per_transfer_from_this = 5
|
||||
possible_transfer_amounts = null
|
||||
volume = 15
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
anchored = 0
|
||||
density = 0
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
matter = list(DEFAULT_WALL_MATERIAL = 1850)
|
||||
matter = list(MAT_STEEL = 1850)
|
||||
level = 2
|
||||
var/sortType = ""
|
||||
var/ptype = 0
|
||||
|
||||
@@ -16,7 +16,7 @@ using metal and glass, it uses glass and reagents (usually sulphuric acid).
|
||||
var/mat_efficiency = 1
|
||||
var/speed = 1
|
||||
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 0, "glass" = 0, MAT_PLASTEEL = 0, "plastic" = 0, MAT_GRAPHITE = 0, "gold" = 0, "silver" = 0, "osmium" = 0, MAT_LEAD = 0, "phoron" = 0, "uranium" = 0, "diamond" = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
|
||||
materials = list(MAT_STEEL = 0, MAT_GLASS = 0, MAT_PLASTEEL = 0, MAT_PLASTIC = 0, MAT_GRAPHITE = 0, MAT_GOLD = 0, MAT_SILVER = 0, MAT_OSMIUM = 0, MAT_LEAD = 0, MAT_PHORON = 0, MAT_URANIUM = 0, MAT_DIAMOND = 0, MAT_DURASTEEL = 0, MAT_VERDANTIUM = 0, MAT_MORPHIUM = 0, MAT_METALHYDROGEN = 0, MAT_SUPERMATTER = 0)
|
||||
|
||||
hidden_materials = list(MAT_PLASTEEL, MAT_DURASTEEL, MAT_GRAPHITE, MAT_VERDANTIUM, MAT_MORPHIUM, MAT_METALHYDROGEN, MAT_SUPERMATTER)
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
// HUDs
|
||||
|
||||
/datum/design/item/hud
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
|
||||
|
||||
/datum/design/item/hud/AssembleDesignName()
|
||||
..()
|
||||
@@ -42,6 +42,6 @@
|
||||
name = "graviton visor"
|
||||
id = "graviton_goggles"
|
||||
req_tech = list(TECH_MAGNET = 5, TECH_ENGINEERING = 3, TECH_BLUESPACE = 3, TECH_PHORON = 3)
|
||||
materials = list(MAT_PLASTEEL = 2000, "glass" = 3000, MAT_PHORON = 1500)
|
||||
materials = list(MAT_PLASTEEL = 2000, MAT_GLASS = 3000, MAT_PHORON = 1500)
|
||||
build_path = /obj/item/clothing/glasses/graviton
|
||||
sort_string = "EAAAE"
|
||||
@@ -2,6 +2,6 @@
|
||||
name = "AR glasses"
|
||||
id = "omnihud"
|
||||
req_tech = list(TECH_MAGNET = 4, TECH_COMBAT = 3, TECH_BIO = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 1000)
|
||||
materials = list(MAT_STEEL = 1000, MAT_GLASS = 1000)
|
||||
build_path = /obj/item/clothing/glasses/omnihud
|
||||
sort_string = "EAAVA"
|
||||
@@ -8,7 +8,7 @@
|
||||
id = "mmi"
|
||||
req_tech = list(TECH_DATA = 2, TECH_BIO = 3)
|
||||
build_type = PROTOLATHE | PROSFAB
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500)
|
||||
materials = list(MAT_STEEL = 1000, MAT_GLASS = 500)
|
||||
build_path = /obj/item/device/mmi
|
||||
category = list("Misc")
|
||||
sort_string = "SAAAA"
|
||||
@@ -18,7 +18,7 @@
|
||||
id = "posibrain"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 6, TECH_BLUESPACE = 2, TECH_DATA = 4)
|
||||
build_type = PROTOLATHE | PROSFAB
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500, "phoron" = 500, "diamond" = 100)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500, MAT_PHORON = 500, MAT_DIAMOND = 100)
|
||||
build_path = /obj/item/device/mmi/digital/posibrain
|
||||
category = list("Misc")
|
||||
sort_string = "SAAAB"
|
||||
@@ -28,7 +28,7 @@
|
||||
id = "dronebrain"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 5, TECH_DATA = 4)
|
||||
build_type = PROTOLATHE | PROSFAB
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 500)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 500)
|
||||
build_path = /obj/item/device/mmi/digital/robot
|
||||
category = list("Misc")
|
||||
sort_string = "SAAAC"
|
||||
@@ -37,7 +37,7 @@
|
||||
name = "'pAI', personal artificial intelligence device"
|
||||
id = "paicard"
|
||||
req_tech = list(TECH_DATA = 2)
|
||||
materials = list("glass" = 500, DEFAULT_WALL_MATERIAL = 500)
|
||||
materials = list(MAT_GLASS = 500, MAT_STEEL = 500)
|
||||
build_path = /obj/item/device/paicard
|
||||
sort_string = "SBAAA"
|
||||
|
||||
@@ -46,6 +46,6 @@
|
||||
desc = "Allows for the construction of an intelliCore."
|
||||
id = "intellicore"
|
||||
req_tech = list(TECH_DATA = 4, TECH_MATERIAL = 4)
|
||||
materials = list("glass" = 1000, "gold" = 200)
|
||||
materials = list(MAT_GLASS = 1000, MAT_GOLD = 200)
|
||||
build_path = /obj/item/device/aicard
|
||||
sort_string = "SCAAA"
|
||||
@@ -9,7 +9,7 @@
|
||||
desc = "For the most tenacious miners, a bag with incomprehensible depth!"
|
||||
id = "ore_holding"
|
||||
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3)
|
||||
materials = list("gold" = 1000, "diamond" = 500, "uranium" = 250) // Less expensive since it can only hold ores
|
||||
materials = list(MAT_GOLD = 1000, MAT_DIAMOND = 500, MAT_URANIUM = 250) // Less expensive since it can only hold ores
|
||||
build_path = /obj/item/weapon/storage/bag/ore/holding
|
||||
sort_string = "QAAAA"
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
desc = "Using localized pockets of bluespace this bag prototype offers incredible storage capacity with the contents weighting nothing. It's a shame the bag itself is pretty heavy."
|
||||
id = "bag_holding"
|
||||
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
|
||||
materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250)
|
||||
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
|
||||
build_path = /obj/item/weapon/storage/backpack/holding
|
||||
sort_string = "QAAAA"
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
desc = "A minaturized prototype of the popular Bag of Holding, the Dufflebag of Holding is, functionally, identical to the bag of holding, but comes in a more stylish and compact form."
|
||||
id = "dufflebag_holding"
|
||||
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 6)
|
||||
materials = list("gold" = 3000, "diamond" = 1500, "uranium" = 250)
|
||||
materials = list(MAT_GOLD = 3000, MAT_DIAMOND = 1500, MAT_URANIUM = 250)
|
||||
build_path = /obj/item/weapon/storage/backpack/holding/duffle
|
||||
sort_string = "QAAAB"
|
||||
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
|
||||
id = "splitbeaker"
|
||||
req_tech = list(TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000)
|
||||
materials = list(MAT_STEEL = 3000)
|
||||
build_path = /obj/item/weapon/reagent_containers/glass/beaker/noreact
|
||||
sort_string = "IAAAA"
|
||||
|
||||
@@ -17,6 +17,6 @@
|
||||
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
|
||||
id = "bluespacebeaker"
|
||||
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, "phoron" = 3000, "diamond" = 500)
|
||||
materials = list(MAT_STEEL = 3000, MAT_PHORON = 3000, MAT_DIAMOND = 500)
|
||||
build_path = /obj/item/weapon/reagent_containers/glass/beaker/bluespace
|
||||
sort_string = "IAAAB"
|
||||
@@ -1,5 +1,5 @@
|
||||
/datum/design/item/biotech
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
|
||||
materials = list(MAT_STEEL = 30, MAT_GLASS = 20)
|
||||
|
||||
/datum/design/item/biotech/AssembleDesignName()
|
||||
..()
|
||||
@@ -39,7 +39,7 @@
|
||||
desc = "A hand-held scanner able to diagnose robotic injuries."
|
||||
id = "robot_scanner"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 2, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 200)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 200)
|
||||
build_path = /obj/item/device/robotanalyzer
|
||||
sort_string = "JAACA"
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
desc = "A tube of paste containing swarms of repair nanites. Very effective in repairing robotic machinery."
|
||||
id = "nanopaste"
|
||||
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000)
|
||||
materials = list(MAT_STEEL = 7000, MAT_GLASS = 7000)
|
||||
build_path = /obj/item/stack/nanopaste
|
||||
sort_string = "JAACB"
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
desc = "A device capable of quickly scanning all relevant data about a plant."
|
||||
id = "plant_analyzer"
|
||||
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
|
||||
build_path = /obj/item/device/analyzer/plant_analyzer
|
||||
sort_string = "JAADA"
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "nanite implant framework"
|
||||
id = "nif"
|
||||
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 8000, "uranium" = 6000, "diamond" = 6000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 8000, MAT_URANIUM = 6000, MAT_DIAMOND = 6000)
|
||||
build_path = /obj/item/device/nif
|
||||
sort_string = "JVAAA"
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
name = "bioadaptive NIF"
|
||||
id = "bioadapnif"
|
||||
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 15000, "uranium" = 10000, "diamond" = 10000)
|
||||
materials = list(MAT_STEEL = 10000, MAT_GLASS = 15000, MAT_URANIUM = 10000, MAT_DIAMOND = 10000)
|
||||
build_path = /obj/item/device/nif/bioadap
|
||||
sort_string = "JVAAB"
|
||||
|
||||
@@ -18,6 +18,6 @@
|
||||
name = "adv. NIF repair tool"
|
||||
id = "anrt"
|
||||
req_tech = list(TECH_MAGNET = 5, TECH_BLUESPACE = 5, TECH_MATERIAL = 5, TECH_ENGINEERING = 5, TECH_DATA = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 3000, "uranium" = 2000, "diamond" = 2000)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 3000, MAT_URANIUM = 2000, MAT_DIAMOND = 2000)
|
||||
build_path = /obj/item/device/nifrepairer
|
||||
sort_string = "JVABA"
|
||||
@@ -9,7 +9,7 @@
|
||||
desc = "A portable(ish) printer for modular machines."
|
||||
id = "ic_printer"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 4, TECH_DATA = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
materials = list(MAT_STEEL = 10000)
|
||||
build_path = /obj/item/device/integrated_circuit_printer
|
||||
sort_string = "UAAAA"
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
desc = "Allows the integrated circuit printer to create advanced circuits"
|
||||
id = "ic_printer_upgrade_adv"
|
||||
req_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
materials = list(MAT_STEEL = 2000)
|
||||
build_path = /obj/item/weapon/disk/integrated_circuit/upgrade/advanced
|
||||
sort_string = "UBAAA"
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
name = "Custom wirer tool"
|
||||
id = "wirer"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
|
||||
build_path = /obj/item/device/integrated_electronics/wirer
|
||||
sort_string = "UCAAA"
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
name = "Custom circuit debugger tool"
|
||||
id = "debugger"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 2500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 2500)
|
||||
build_path = /obj/item/device/integrated_electronics/debugger
|
||||
sort_string = "UCBBB"
|
||||
|
||||
@@ -49,7 +49,7 @@
|
||||
desc = "A customizable assembly for simple, small devices."
|
||||
id = "assembly-small"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_ENGINEERING = 2, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
materials = list(MAT_STEEL = 10000)
|
||||
build_path = /obj/item/device/electronic_assembly
|
||||
sort_string = "UDAAA"
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
desc = "A customizable assembly suited for more ambitious mechanisms."
|
||||
id = "assembly-medium"
|
||||
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 20000)
|
||||
materials = list(MAT_STEEL = 20000)
|
||||
build_path = /obj/item/device/electronic_assembly/medium
|
||||
sort_string = "UDAAB"
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
desc = "A customizable assembly for large machines."
|
||||
id = "assembly-large"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 40000)
|
||||
materials = list(MAT_STEEL = 40000)
|
||||
build_path = /obj/item/device/electronic_assembly/large
|
||||
sort_string = "UDAAC"
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
desc = "A customizable assembly optimized for autonomous devices."
|
||||
id = "assembly-drone"
|
||||
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 4, TECH_POWER = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 30000)
|
||||
materials = list(MAT_STEEL = 30000)
|
||||
build_path = /obj/item/device/electronic_assembly/drone
|
||||
sort_string = "UDAAD"
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
desc = "An customizable assembly designed to interface with other devices."
|
||||
id = "assembly-device"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_ENGINEERING = 2, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000)
|
||||
materials = list(MAT_STEEL = 5000)
|
||||
build_path = /obj/item/device/assembly/electronic_assembly
|
||||
sort_string = "UDAAE"
|
||||
|
||||
@@ -94,6 +94,6 @@
|
||||
desc = "An customizable assembly for very small devices, implanted into living entities."
|
||||
id = "assembly-implant"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_ENGINEERING = 4, TECH_POWER = 3, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
materials = list(MAT_STEEL = 2000)
|
||||
build_path = /obj/item/weapon/implant/integrated_circuit
|
||||
sort_string = "UDAAF"
|
||||
@@ -1,6 +1,6 @@
|
||||
/datum/design/aimodule
|
||||
build_type = IMPRINTER
|
||||
materials = list("glass" = 2000, "gold" = 100)
|
||||
materials = list(MAT_GLASS = 2000, MAT_GOLD = 100)
|
||||
|
||||
/datum/design/aimodule/AssembleDesignName()
|
||||
name = "AI module design ([name])"
|
||||
|
||||
@@ -5,7 +5,7 @@ CIRCUITS BELOW
|
||||
/datum/design/circuit
|
||||
build_type = IMPRINTER
|
||||
req_tech = list(TECH_DATA = 2)
|
||||
materials = list("glass" = 2000)
|
||||
materials = list(MAT_GLASS = 2000)
|
||||
chemicals = list("sacid" = 20)
|
||||
time = 5
|
||||
|
||||
@@ -493,7 +493,7 @@ CIRCUITS BELOW
|
||||
name = "'Durand' central control"
|
||||
id = "durand_main"
|
||||
req_tech = list(TECH_DATA = 4)
|
||||
materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
|
||||
materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
|
||||
chemicals = list("sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/mecha/durand/main
|
||||
sort_string = "NAADA"
|
||||
@@ -502,7 +502,7 @@ CIRCUITS BELOW
|
||||
name = "'Durand' peripherals control"
|
||||
id = "durand_peri"
|
||||
req_tech = list(TECH_DATA = 4)
|
||||
materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
|
||||
materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
|
||||
chemicals = list("sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/mecha/durand/peripherals
|
||||
sort_string = "NAADB"
|
||||
@@ -511,7 +511,7 @@ CIRCUITS BELOW
|
||||
name = "'Durand' weapon control and targeting"
|
||||
id = "durand_targ"
|
||||
req_tech = list(TECH_DATA = 4, TECH_COMBAT = 2)
|
||||
materials = list("glass" = 2000, MAT_GRAPHITE = 1250)
|
||||
materials = list(MAT_GLASS = 2000, MAT_GRAPHITE = 1250)
|
||||
chemicals = list("sacid" = 20)
|
||||
build_path = /obj/item/weapon/circuitboard/mecha/durand/targeting
|
||||
sort_string = "NAADC"
|
||||
@@ -578,7 +578,7 @@ CIRCUITS BELOW
|
||||
|
||||
/datum/design/circuit/shield
|
||||
req_tech = list(TECH_BLUESPACE = 4, TECH_PHORON = 3)
|
||||
materials = list("glass" = 2000, "gold" = 1000)
|
||||
materials = list(MAT_GLASS = 2000, MAT_GOLD = 1000)
|
||||
|
||||
/datum/design/circuit/shield/AssembleDesignName()
|
||||
name = "Shield generator circuit design ([name])"
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
desc = "A welding tool that generate fuel for itself."
|
||||
id = "expwelder"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_PHORON = 3, TECH_MATERIAL = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 70, "glass" = 120, "phoron" = 100)
|
||||
materials = list(MAT_STEEL = 70, MAT_GLASS = 120, MAT_PHORON = 100)
|
||||
build_path = /obj/item/weapon/weldingtool/experimental
|
||||
sort_string = "NAAAA"
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
desc = "A simple powered hand drill."
|
||||
id = "handdrill"
|
||||
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
|
||||
materials = list(MAT_STEEL = 300, MAT_SILVER = 100)
|
||||
build_path = /obj/item/weapon/tool/screwdriver/power
|
||||
sort_string = "NAAAB"
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
desc = "A set of jaws of life, compressed through the magic of science."
|
||||
id = "jawslife"
|
||||
req_tech = list(TECH_ENGINEERING = 3, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 300, "silver" = 100)
|
||||
materials = list(MAT_STEEL = 300, MAT_SILVER = 100)
|
||||
build_path = /obj/item/weapon/tool/crowbar/power
|
||||
sort_string = "NAAAC"
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
desc = "A counterpart to the rapid construction device that allows creating and placing atmospheric and disposal pipes."
|
||||
id = "rapidpipedispenser"
|
||||
req_tech = list(TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000)
|
||||
build_path = /obj/item/weapon/pipe_dispenser
|
||||
sort_string = "NAAAD"
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
desc = "A terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
|
||||
id = "tscanner"
|
||||
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 200)
|
||||
materials = list(MAT_STEEL = 200)
|
||||
build_path = /obj/item/device/t_scanner
|
||||
sort_string = "NBAAA"
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
desc = "An upgraded version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
|
||||
id = "upgradedtscanner"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "phoron" = 150)
|
||||
materials = list(MAT_STEEL = 500, MAT_PHORON = 150)
|
||||
build_path = /obj/item/device/t_scanner/upgraded
|
||||
sort_string = "NBAAB"
|
||||
|
||||
@@ -69,7 +69,7 @@
|
||||
desc = "An advanced version of the terahertz-ray emitter and scanner used to detect underfloor objects such as cables and pipes."
|
||||
id = "advancedtscanner"
|
||||
req_tech = list(TECH_MAGNET = 6, TECH_ENGINEERING = 6, TECH_MATERIAL = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1250, "phoron" = 500, "silver" = 50)
|
||||
materials = list(MAT_STEEL = 1250, MAT_PHORON = 500, MAT_SILVER = 50)
|
||||
build_path = /obj/item/device/t_scanner/advanced
|
||||
sort_string = "NBAAC"
|
||||
|
||||
@@ -78,6 +78,6 @@
|
||||
desc = "A hand-held environmental scanner which reports current gas levels."
|
||||
id = "atmosanalyzer"
|
||||
req_tech = list(TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 200, "glass" = 100)
|
||||
materials = list(MAT_STEEL = 200, MAT_GLASS = 100)
|
||||
build_path = /obj/item/device/analyzer
|
||||
sort_string = "NBABA"
|
||||
@@ -1,7 +1,7 @@
|
||||
// Implants
|
||||
|
||||
/datum/design/item/implant
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
|
||||
|
||||
/datum/design/item/implant/AssembleDesignName()
|
||||
..()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "Backup implant"
|
||||
id = "implant_backup"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_BIO = 2, TECH_DATA = 4, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
|
||||
build_path = /obj/item/weapon/implantcase/backup
|
||||
sort_string = "MFAVA"
|
||||
|
||||
@@ -10,16 +10,6 @@
|
||||
name = "Size control implant"
|
||||
id = "implant_size"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4, TECH_DATA = 4, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
|
||||
build_path = /obj/item/weapon/implanter/sizecontrol
|
||||
sort_string = "MFAVB"
|
||||
|
||||
/* Make language great again
|
||||
/datum/design/item/implant/language
|
||||
name = "Language implant"
|
||||
id = "implant_language"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_BIO = 5, TECH_DATA = 4, TECH_ENGINEERING = 4) //This is not an easy to make implant.
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 7000, "glass" = 7000, "gold" = 2000, "diamond" = 3000)
|
||||
build_path = /obj/item/weapon/implantcase/vrlanguage
|
||||
sort_string = "MFAVC"
|
||||
*/
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
/datum/design/item/gps
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_DATA = 2, TECH_BLUESPACE = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500)
|
||||
materials = list(MAT_STEEL = 500)
|
||||
|
||||
/datum/design/item/gps/AssembleDesignName()
|
||||
..()
|
||||
@@ -67,7 +67,7 @@
|
||||
desc = "Used to scan and locate signals on a particular frequency."
|
||||
id = "beacon_locator"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 2, TECH_BLUESPACE = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500)
|
||||
materials = list(MAT_STEEL = 1000,MAT_GLASS = 500)
|
||||
build_path = /obj/item/device/beacon_locator
|
||||
sort_string = "DBAAA"
|
||||
|
||||
@@ -75,6 +75,6 @@
|
||||
name = "Bluespace tracking beacon"
|
||||
id = "beacon"
|
||||
req_tech = list(TECH_BLUESPACE = 1)
|
||||
materials = list (DEFAULT_WALL_MATERIAL = 20, "glass" = 10)
|
||||
materials = list (MAT_STEEL = 20, MAT_GLASS = 10)
|
||||
build_path = /obj/item/device/radio/beacon
|
||||
sort_string = "DBABA"
|
||||
@@ -1,5 +1,5 @@
|
||||
/datum/design/item/medical
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 30, "glass" = 20)
|
||||
materials = list(MAT_STEEL = 30, MAT_GLASS = 20)
|
||||
|
||||
/datum/design/item/medical/AssembleDesignName()
|
||||
..()
|
||||
@@ -12,7 +12,7 @@
|
||||
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."
|
||||
id = "scalpel_laser1"
|
||||
req_tech = list(TECH_BIO = 2, TECH_MATERIAL = 2, TECH_MAGNET = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500)
|
||||
materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500)
|
||||
build_path = /obj/item/weapon/surgical/scalpel/laser1
|
||||
sort_string = "KAAAA"
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks somewhat advanced."
|
||||
id = "scalpel_laser2"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 4, TECH_MAGNET = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500)
|
||||
materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500)
|
||||
build_path = /obj/item/weapon/surgical/scalpel/laser2
|
||||
sort_string = "KAAAB"
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
desc = "A scalpel augmented with a directed laser, for more precise cutting without blood entering the field. This one looks to be the pinnacle of precision energy cutlery!"
|
||||
id = "scalpel_laser3"
|
||||
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 6, TECH_MAGNET = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2000, "gold" = 1500)
|
||||
materials = list(MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2000, MAT_GOLD = 1500)
|
||||
build_path = /obj/item/weapon/surgical/scalpel/laser3
|
||||
sort_string = "KAAAC"
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
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."
|
||||
id = "scalpel_manager"
|
||||
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 5, TECH_DATA = 4)
|
||||
materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 1500, "gold" = 1500, "diamond" = 750)
|
||||
materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 750)
|
||||
build_path = /obj/item/weapon/surgical/scalpel/manager
|
||||
sort_string = "KAAAD"
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
desc = "A strange development following the I.M.S., this heavy tool can split and open, or close and shut, intentional holes in bones."
|
||||
id = "advanced_saw"
|
||||
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_DATA = 5)
|
||||
materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 800, "silver" = 1500, "gold" = 1500, MAT_OSMIUM = 1000)
|
||||
materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 800, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_OSMIUM = 1000)
|
||||
build_path = /obj/item/weapon/surgical/circular_saw/manager
|
||||
sort_string = "KAAAE"
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
desc = "A modern and horrifying take on an ancient practice, this tool is capable of rapidly removing an organ from a hopefully willing patient, without damaging it."
|
||||
id = "organ_ripper"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_ILLEGAL = 3)
|
||||
materials = list (DEFAULT_WALL_MATERIAL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500)
|
||||
materials = list (MAT_STEEL = 12500, MAT_PLASTIC = 8000, MAT_OSMIUM = 2500)
|
||||
build_path = /obj/item/weapon/surgical/scalpel/ripper
|
||||
sort_string = "KAAAF"
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
desc = "A miracle of modern science, this tool rapidly knits together bone, without the need for bone gel."
|
||||
id = "bone_clamp"
|
||||
req_tech = list(TECH_BIO = 4, TECH_MATERIAL = 5, TECH_MAGNET = 4, TECH_DATA = 4)
|
||||
materials = list (DEFAULT_WALL_MATERIAL = 12500, "glass" = 7500, "silver" = 2500)
|
||||
materials = list (MAT_STEEL = 12500, MAT_GLASS = 7500, MAT_SILVER = 2500)
|
||||
build_path = /obj/item/weapon/surgical/bone_clamp
|
||||
sort_string = "KAABA"
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
desc = "A hand-held body scanner able to distinguish vital signs of the subject."
|
||||
id = "medical_analyzer"
|
||||
req_tech = list(TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
|
||||
build_path = /obj/item/device/healthanalyzer
|
||||
sort_string = "KBAAA"
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
desc = "A prototype version of the regular health analyzer, able to distinguish the location of more serious injuries as well as accurately determine radiation levels."
|
||||
id = "improved_analyzer"
|
||||
req_tech = list(TECH_MAGNET = 5, TECH_BIO = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 1000, "silver" = 1000, "gold" = 1500)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000, MAT_SILVER = 1000, MAT_GOLD = 1500)
|
||||
build_path = /obj/item/device/healthanalyzer/improved
|
||||
sort_string = "KBAAB"
|
||||
|
||||
@@ -93,6 +93,6 @@
|
||||
desc = "A more advanced version of the regular roller bed, with inbuilt surgical stabilisers and an improved folding system."
|
||||
id = "roller_bed"
|
||||
req_tech = list(TECH_BIO = 3, TECH_MATERIAL = 3, TECH_MAGNET = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 2000, "phoron" = 2000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_PHORON = 2000)
|
||||
build_path = /obj/item/roller/adv
|
||||
sort_string = "KCAAA"
|
||||
@@ -17,7 +17,7 @@
|
||||
name = "SleeveMate 3700"
|
||||
id = "sleevemate"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 4000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
|
||||
build_path = /obj/item/device/sleevemate
|
||||
sort_string = "KCAVA"
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
desc = "This prototype hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients."
|
||||
id = "protohypospray"
|
||||
req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_POWER = 2, TECH_BIO = 4, TECH_ILLEGAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 1500, "silver" = 2000, "gold" = 1500, "uranium" = 1000)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 1500, MAT_SILVER = 2000, MAT_GOLD = 1500, MAT_URANIUM = 1000)
|
||||
build_path = /obj/item/weapon/reagent_containers/hypospray/science
|
||||
sort_string = "KCAVB"
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
name = "cell-loaded medigun"
|
||||
id = "cell_medigun"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000, "plastic" = 8000, "glass" = 5000, "silver" = 1000, "gold" = 1000, "uranium" = 1000)
|
||||
materials = list(MAT_STEEL = 8000, MAT_PLASTIC = 8000, MAT_GLASS = 5000, MAT_SILVER = 1000, MAT_GOLD = 1000, MAT_URANIUM = 1000)
|
||||
build_path = /obj/item/weapon/gun/projectile/cell_loaded/medical
|
||||
sort_string = "KVAAA"
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
name = "medical cell magazine"
|
||||
id = "cell_medigun_mag"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 4, TECH_POWER = 3, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "plastic" = 6000, "glass" = 3000, "silver" = 500, "gold" = 500)
|
||||
materials = list(MAT_STEEL = 4000, MAT_PLASTIC = 6000, MAT_GLASS = 3000, MAT_SILVER = 500, MAT_GOLD = 500)
|
||||
build_path = /obj/item/ammo_magazine/cell_mag/medical
|
||||
sort_string = "KVBAA"
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
name = "advanced medical cell magazine"
|
||||
id = "cell_medigun_mag_advanced"
|
||||
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 4, TECH_BIO = 7)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "plastic" = 10000, "glass" = 5000, "silver" = 1500, "gold" = 1500, "diamond" = 5000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_PLASTIC = 10000, MAT_GLASS = 5000, MAT_SILVER = 1500, MAT_GOLD = 1500, MAT_DIAMOND = 5000)
|
||||
build_path = /obj/item/ammo_magazine/cell_mag/medical/advanced
|
||||
sort_string = "KVBAB"
|
||||
|
||||
@@ -69,7 +69,7 @@
|
||||
name = "BRUTE"
|
||||
id = "ml3m_cell_brute"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/brute
|
||||
sort_string = "KVCAA"
|
||||
|
||||
@@ -77,7 +77,7 @@
|
||||
name = "BURN"
|
||||
id = "ml3m_cell_burn"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/burn
|
||||
sort_string = "KVCAB"
|
||||
|
||||
@@ -85,7 +85,7 @@
|
||||
name = "STABILIZE"
|
||||
id = "ml3m_cell_stabilize"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_BIO = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/stabilize
|
||||
sort_string = "KVCAC"
|
||||
|
||||
@@ -95,7 +95,7 @@
|
||||
name = "TOXIN"
|
||||
id = "ml3m_cell_toxin"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/toxin
|
||||
sort_string = "KVCBA"
|
||||
|
||||
@@ -103,7 +103,7 @@
|
||||
name = "OMNI"
|
||||
id = "ml3m_cell_omni"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/omni
|
||||
sort_string = "KVCBB"
|
||||
|
||||
@@ -111,7 +111,7 @@
|
||||
name = "ANTIRAD"
|
||||
id = "ml3m_cell_antirad"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_MAGNET = 3, TECH_BIO = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/antirad
|
||||
sort_string = "KVCBC"
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
name = "BRUTE-II"
|
||||
id = "ml3m_cell_brute2"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/brute2
|
||||
sort_string = "KVCCA"
|
||||
|
||||
@@ -129,7 +129,7 @@
|
||||
name = "BURN-II"
|
||||
id = "ml3m_cell_burn2"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/burn2
|
||||
sort_string = "KVCCB"
|
||||
|
||||
@@ -137,7 +137,7 @@
|
||||
name = "STABILIZE-II"
|
||||
id = "ml3m_cell_stabilize2"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "silver" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_SILVER = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/stabilize2
|
||||
sort_string = "KVCCC"
|
||||
|
||||
@@ -145,7 +145,7 @@
|
||||
name = "OMNI-II"
|
||||
id = "ml3m_cell_omni2"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_POWER = 2, TECH_BIO = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/omni2
|
||||
sort_string = "KVCCD"
|
||||
|
||||
@@ -155,7 +155,7 @@
|
||||
name = "TOXIN-II"
|
||||
id = "ml3m_cell_toxin2"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 1000, "silver" = 1000, "diamond" = 500)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 500)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/toxin2
|
||||
sort_string = "KVCDA"
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
name = "HASTE"
|
||||
id = "ml3m_cell_haste"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "silver" = 1000, "diamond" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_SILVER = 1000, MAT_DIAMOND = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/haste
|
||||
sort_string = "KVCDB"
|
||||
|
||||
@@ -171,7 +171,7 @@
|
||||
name = "RESIST"
|
||||
id = "ml3m_cell_resist"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "gold" = 1000, "uranium" = 1000, "diamond" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_GOLD = 1000, MAT_URANIUM = 1000, MAT_DIAMOND = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/resist
|
||||
sort_string = "KVCDC"
|
||||
|
||||
@@ -179,7 +179,7 @@
|
||||
name = "CORPSE MEND"
|
||||
id = "ml3m_cell_corpse_mend"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_MAGNET = 3, TECH_POWER = 3, TECH_BIO = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "phoron" = 3000, "diamond" = 3000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_PHORON = 3000, MAT_DIAMOND = 3000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/corpse_mend
|
||||
sort_string = "KVCDD"
|
||||
|
||||
@@ -189,7 +189,7 @@
|
||||
name = "BRUTE-III"
|
||||
id = "ml3m_cell_brute3"
|
||||
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/brute3
|
||||
sort_string = "KVCEA"
|
||||
|
||||
@@ -197,7 +197,7 @@
|
||||
name = "BURN-III"
|
||||
id = "ml3m_cell_burn3"
|
||||
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_PRECURSOR = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/burn3
|
||||
sort_string = "KVCEB"
|
||||
|
||||
@@ -205,7 +205,7 @@
|
||||
name = "TOXIN-III"
|
||||
id = "ml3m_cell_toxin3"
|
||||
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/toxin3
|
||||
sort_string = "KVCEC"
|
||||
|
||||
@@ -213,7 +213,7 @@
|
||||
name = "OMNI-III"
|
||||
id = "ml3m_cell_omni3"
|
||||
req_tech = list(TECH_MATERIAL = 7, TECH_MAGNET = 6, TECH_POWER = 5, TECH_BIO = 7, TECH_ARCANE = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "diamond" = 500, "verdantium" = 1000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_DIAMOND = 500, MAT_VERDANTIUM = 1000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/omni3
|
||||
sort_string = "KVCED"
|
||||
|
||||
@@ -223,7 +223,7 @@
|
||||
name = "SHRINK"
|
||||
id = "ml3m_cell_shrink"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/shrink
|
||||
sort_string = "KVCOA"
|
||||
|
||||
@@ -231,7 +231,7 @@
|
||||
name = "GROW"
|
||||
id = "ml3m_cell_grow"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/grow
|
||||
sort_string = "KVCOB"
|
||||
|
||||
@@ -239,6 +239,6 @@
|
||||
name = "NORMALSIZE"
|
||||
id = "ml3m_cell_normalsize"
|
||||
req_tech = list(TECH_MATERIAL = 5, TECH_MAGNET = 3, TECH_BLUESPACE = 3, TECH_BIO = 5, TECH_ILLEGAL = 5)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 5000, "plastic" = 2500, "uranium" = 2000)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 5000, MAT_PLASTIC = 2500, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/ammo_casing/microbattery/medical/normalsize
|
||||
sort_string = "KVCOC"
|
||||
@@ -7,35 +7,35 @@
|
||||
/datum/design/item/weapon/mining/drill
|
||||
id = "drill"
|
||||
req_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 6000, "glass" = 1000) //expensive, but no need for miners.
|
||||
materials = list(MAT_STEEL = 6000, MAT_GLASS = 1000) //expensive, but no need for miners.
|
||||
build_path = /obj/item/weapon/pickaxe/drill
|
||||
sort_string = "FAAAA"
|
||||
|
||||
/datum/design/item/weapon/mining/jackhammer
|
||||
id = "jackhammer"
|
||||
req_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 500, "silver" = 500)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 500, MAT_SILVER = 500)
|
||||
build_path = /obj/item/weapon/pickaxe/jackhammer
|
||||
sort_string = "FAAAB"
|
||||
|
||||
/datum/design/item/weapon/mining/plasmacutter
|
||||
id = "plasmacutter"
|
||||
req_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1500, "glass" = 500, "gold" = 500, "phoron" = 500)
|
||||
materials = list(MAT_STEEL = 1500, MAT_GLASS = 500, MAT_GOLD = 500, MAT_PHORON = 500)
|
||||
build_path = /obj/item/weapon/pickaxe/plasmacutter
|
||||
sort_string = "FAAAC"
|
||||
|
||||
/datum/design/item/weapon/mining/pick_diamond
|
||||
id = "pick_diamond"
|
||||
req_tech = list(TECH_MATERIAL = 6)
|
||||
materials = list("diamond" = 3000)
|
||||
materials = list(MAT_DIAMOND = 3000)
|
||||
build_path = /obj/item/weapon/pickaxe/diamond
|
||||
sort_string = "FAAAD"
|
||||
|
||||
/datum/design/item/weapon/mining/drill_diamond
|
||||
id = "drill_diamond"
|
||||
req_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 1000, "diamond" = 2000)
|
||||
materials = list(MAT_STEEL = 3000, MAT_GLASS = 1000, MAT_DIAMOND = 2000)
|
||||
build_path = /obj/item/weapon/pickaxe/diamonddrill
|
||||
sort_string = "FAAAE"
|
||||
|
||||
@@ -45,6 +45,6 @@
|
||||
desc = "Used to check spatial depth and density of rock outcroppings."
|
||||
id = "depth_scanner"
|
||||
req_tech = list(TECH_MAGNET = 2, TECH_ENGINEERING = 2, TECH_BLUESPACE = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 1000)
|
||||
materials = list(MAT_STEEL = 1000,MAT_GLASS = 1000)
|
||||
build_path = /obj/item/device/depth_scanner
|
||||
sort_string = "FBAAA"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
name = "Communicator"
|
||||
id = "communicator"
|
||||
req_tech = list(TECH_DATA = 2, TECH_MAGNET = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 500)
|
||||
build_path = /obj/item/device/communicator
|
||||
sort_string = "TAAAA"
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
desc = "Don't shine it in your eyes!"
|
||||
id = "laser_pointer"
|
||||
req_tech = list(TECH_MAGNET = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 100, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 100, MAT_GLASS = 50)
|
||||
build_path = /obj/item/device/laser_pointer
|
||||
sort_string = "TAABA"
|
||||
|
||||
@@ -25,7 +25,7 @@
|
||||
name = "handheld translator"
|
||||
id = "translator"
|
||||
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, "glass" = 3000)
|
||||
materials = list(MAT_STEEL = 3000, MAT_GLASS = 3000)
|
||||
build_path = /obj/item/device/universal_translator
|
||||
sort_string = "TAACA"
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
name = "earpiece translator"
|
||||
id = "ear_translator"
|
||||
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 5) //It's been hella miniaturized.
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 2000, "gold" = 1000)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000, MAT_GOLD = 1000)
|
||||
build_path = /obj/item/device/universal_translator/ear
|
||||
sort_string = "TAACB"
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
desc = "A device to automatically replace lights. Refill with working lightbulbs."
|
||||
id = "light_replacer"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_MATERIAL = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1500, "silver" = 150, "glass" = 3000)
|
||||
materials = list(MAT_STEEL = 1500, MAT_SILVER = 150, MAT_GLASS = 3000)
|
||||
build_path = /obj/item/device/lightreplacer
|
||||
sort_string = "TAADA"
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
desc = "Allows for deciphering the binary channel on-the-fly."
|
||||
id = "binaryencrypt"
|
||||
req_tech = list(TECH_ILLEGAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 300, "glass" = 300)
|
||||
materials = list(MAT_STEEL = 300, MAT_GLASS = 300)
|
||||
build_path = /obj/item/device/encryptionkey/binary
|
||||
sort_string = "TBAAA"
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
desc = "A kit of dangerous, high-tech equipment with changeable looks."
|
||||
id = "chameleon"
|
||||
req_tech = list(TECH_ILLEGAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500)
|
||||
materials = list(MAT_STEEL = 500)
|
||||
build_path = /obj/item/weapon/storage/box/syndie_kit/chameleon
|
||||
sort_string = "TBAAB"
|
||||
|
||||
@@ -69,6 +69,6 @@
|
||||
desc = "A marker that can be detected by shuttle landing systems."
|
||||
id = "bsflare"
|
||||
req_tech = list(TECH_DATA = 3, TECH_BLUESPACE = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 2000, MAT_SILVER = 2000)
|
||||
build_path = /obj/item/device/spaceflare
|
||||
sort_string = "TBAAC"
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
name = "HYPER jumpsuit"
|
||||
id = "hfjumpsuit"
|
||||
req_tech = list(TECH_BLUESPACE = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 1000)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 1000)
|
||||
build_path = /obj/item/clothing/under/hyperfiber
|
||||
sort_string = "TAVAA"
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
name = "Bluespace jumpsuit"
|
||||
id = "bsjumpsuit"
|
||||
req_tech = list(TECH_BLUESPACE = 2, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000)
|
||||
build_path = /obj/item/clothing/under/hyperfiber/bluespace
|
||||
sort_string = "TAVAA"
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
name = "Size gun"
|
||||
id = "sizegun"
|
||||
req_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000)
|
||||
materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000)
|
||||
build_path = /obj/item/weapon/gun/energy/sizegun
|
||||
sort_string = "TAVBA"
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
name = "Body Snatcher"
|
||||
id = "bodysnatcher"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_BIO = 3, TECH_ILLEGAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/device/bodysnatcher
|
||||
sort_string = "TBVAA"
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
name = "Inducer (Scientific)"
|
||||
id = "inducersci"
|
||||
req_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 5, TECH_POWER = 6)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000)
|
||||
materials = list(MAT_STEEL = 8000, MAT_GLASS = 2000, MAT_URANIUM = 4000, MAT_PHORON = 4000)
|
||||
build_path = /obj/item/weapon/inducer/sci
|
||||
sort_string = "TCVAA"
|
||||
|
||||
@@ -42,14 +42,14 @@
|
||||
name = "Inducer (Industrial)"
|
||||
id = "inducerind"
|
||||
req_tech = list(TECH_BLUESPACE = 5, TECH_MATERIAL = 7, TECH_POWER = 7)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000)
|
||||
materials = list(MAT_STEEL = 3000, MAT_GLASS = 2000, MAT_URANIUM = 2000, MAT_TITANIUM = 2000)
|
||||
build_path = /obj/item/weapon/inducer/unloaded
|
||||
sort_string = "TCVAB"
|
||||
|
||||
/datum/design/item/weapon/mining/mining_scanner
|
||||
id = "mining_scanner"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000,"glass" = 500)
|
||||
materials = list(MAT_STEEL = 1000,MAT_GLASS = 500)
|
||||
build_path = /obj/item/weapon/mining_scanner/advanced
|
||||
sort_string = "FBAAB"
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
name = "PodZu Music Player"
|
||||
id = "walkpod"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, MAT_GLASS = 2000)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 2000)
|
||||
build_path = /obj/item/device/walkpod
|
||||
sort_string = "TCVAD"
|
||||
|
||||
@@ -65,6 +65,6 @@
|
||||
name = "BoomTown Cordless Speaker"
|
||||
id = "juke_remote"
|
||||
req_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 4, TECH_BLUESPACE = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 4000, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/device/juke_remote
|
||||
sort_string = "TCVAE"
|
||||
|
||||
@@ -9,14 +9,14 @@
|
||||
name = "basic hard drive"
|
||||
id = "hdd_basic"
|
||||
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 100)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/
|
||||
sort_string = "VAAAA"
|
||||
|
||||
/datum/design/item/modularcomponent/disk/advanced
|
||||
name = "advanced hard drive"
|
||||
id = "hdd_advanced"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 200)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/advanced
|
||||
sort_string = "VAAAB"
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
name = "super hard drive"
|
||||
id = "hdd_super"
|
||||
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000, "glass" = 400)
|
||||
materials = list(MAT_STEEL = 8000, MAT_GLASS = 400)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/super
|
||||
sort_string = "VAAAC"
|
||||
|
||||
@@ -32,7 +32,7 @@
|
||||
name = "cluster hard drive"
|
||||
id = "hdd_cluster"
|
||||
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 16000, "glass" = 800)
|
||||
materials = list(MAT_STEEL = 16000, MAT_GLASS = 800)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/cluster
|
||||
sort_string = "VAAAD"
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
name = "small hard drive"
|
||||
id = "hdd_small"
|
||||
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000, "glass" = 200)
|
||||
materials = list(MAT_STEEL = 4000, MAT_GLASS = 200)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/small
|
||||
sort_string = "VAAAE"
|
||||
|
||||
@@ -48,7 +48,7 @@
|
||||
name = "micro hard drive"
|
||||
id = "hdd_micro"
|
||||
req_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000, "glass" = 100)
|
||||
materials = list(MAT_STEEL = 2000, MAT_GLASS = 100)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/micro
|
||||
sort_string = "VAAAF"
|
||||
|
||||
@@ -58,7 +58,7 @@
|
||||
name = "basic network card"
|
||||
id = "netcard_basic"
|
||||
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 100)
|
||||
materials = list(MAT_STEEL = 500, MAT_GLASS = 100)
|
||||
build_path = /obj/item/weapon/computer_hardware/network_card
|
||||
sort_string = "VBAAA"
|
||||
|
||||
@@ -66,7 +66,7 @@
|
||||
name = "advanced network card"
|
||||
id = "netcard_advanced"
|
||||
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200)
|
||||
materials = list(MAT_STEEL = 1000, MAT_GLASS = 200)
|
||||
build_path = /obj/item/weapon/computer_hardware/network_card/advanced
|
||||
sort_string = "VBAAB"
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
name = "wired network card"
|
||||
id = "netcard_wired"
|
||||
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 5000, "glass" = 400)
|
||||
materials = list(MAT_STEEL = 5000, MAT_GLASS = 400)
|
||||
build_path = /obj/item/weapon/computer_hardware/network_card/wired
|
||||
sort_string = "VBAAC"
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
name = "standard battery module"
|
||||
id = "bat_normal"
|
||||
req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
materials = list(MAT_STEEL = 2000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module
|
||||
sort_string = "VCAAA"
|
||||
|
||||
@@ -92,7 +92,7 @@
|
||||
name = "advanced battery module"
|
||||
id = "bat_advanced"
|
||||
req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000)
|
||||
materials = list(MAT_STEEL = 4000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module/advanced
|
||||
sort_string = "VCAAB"
|
||||
|
||||
@@ -100,7 +100,7 @@
|
||||
name = "super battery module"
|
||||
id = "bat_super"
|
||||
req_tech = list(TECH_POWER = 3, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000)
|
||||
materials = list(MAT_STEEL = 8000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module/super
|
||||
sort_string = "VCAAC"
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
name = "ultra battery module"
|
||||
id = "bat_ultra"
|
||||
req_tech = list(TECH_POWER = 5, TECH_ENGINEERING = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 16000)
|
||||
materials = list(MAT_STEEL = 16000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module/ultra
|
||||
sort_string = "VCAAD"
|
||||
|
||||
@@ -116,7 +116,7 @@
|
||||
name = "nano battery module"
|
||||
id = "bat_nano"
|
||||
req_tech = list(TECH_POWER = 1, TECH_ENGINEERING = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 2000)
|
||||
materials = list(MAT_STEEL = 2000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module/nano
|
||||
sort_string = "VCAAE"
|
||||
|
||||
@@ -124,7 +124,7 @@
|
||||
name = "micro battery module"
|
||||
id = "bat_micro"
|
||||
req_tech = list(TECH_POWER = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000)
|
||||
materials = list(MAT_STEEL = 4000)
|
||||
build_path = /obj/item/weapon/computer_hardware/battery_module/micro
|
||||
sort_string = "VCAAF"
|
||||
|
||||
@@ -134,7 +134,7 @@
|
||||
name = "computer processor unit"
|
||||
id = "cpu_normal"
|
||||
req_tech = list(TECH_DATA = 3, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 8000)
|
||||
materials = list(MAT_STEEL = 8000)
|
||||
build_path = /obj/item/weapon/computer_hardware/processor_unit
|
||||
sort_string = "VDAAA"
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
name = "computer microprocessor unit"
|
||||
id = "cpu_small"
|
||||
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 4000)
|
||||
materials = list(MAT_STEEL = 4000)
|
||||
build_path = /obj/item/weapon/computer_hardware/processor_unit/small
|
||||
sort_string = "VDAAB"
|
||||
|
||||
@@ -150,7 +150,7 @@
|
||||
name = "computer photonic processor unit"
|
||||
id = "pcpu_normal"
|
||||
req_tech = list(TECH_DATA = 5, TECH_ENGINEERING = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 32000, glass = 8000)
|
||||
materials = list(MAT_STEEL = 32000, glass = 8000)
|
||||
build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic
|
||||
sort_string = "VDAAC"
|
||||
|
||||
@@ -158,7 +158,7 @@
|
||||
name = "computer photonic microprocessor unit"
|
||||
id = "pcpu_small"
|
||||
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 16000, glass = 4000)
|
||||
materials = list(MAT_STEEL = 16000, glass = 4000)
|
||||
build_path = /obj/item/weapon/computer_hardware/processor_unit/photonic/small
|
||||
sort_string = "VDAAD"
|
||||
|
||||
@@ -168,7 +168,7 @@
|
||||
name = "RFID card slot"
|
||||
id = "cardslot"
|
||||
req_tech = list(TECH_DATA = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000)
|
||||
materials = list(MAT_STEEL = 3000)
|
||||
build_path = /obj/item/weapon/computer_hardware/card_slot
|
||||
sort_string = "VEAAA"
|
||||
|
||||
@@ -176,7 +176,7 @@
|
||||
name = "nano printer"
|
||||
id = "nanoprinter"
|
||||
req_tech = list(TECH_DATA = 2, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 3000)
|
||||
materials = list(MAT_STEEL = 3000)
|
||||
build_path = /obj/item/weapon/computer_hardware/nano_printer
|
||||
sort_string = "VEAAB"
|
||||
|
||||
@@ -184,7 +184,7 @@
|
||||
name = "tesla link"
|
||||
id = "teslalink"
|
||||
req_tech = list(TECH_DATA = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 10000)
|
||||
materials = list(MAT_STEEL = 10000)
|
||||
build_path = /obj/item/weapon/computer_hardware/tesla_link
|
||||
sort_string = "VEAAC"
|
||||
|
||||
@@ -198,7 +198,7 @@
|
||||
name = "basic data crystal"
|
||||
id = "portadrive_basic"
|
||||
req_tech = list(TECH_DATA = 1)
|
||||
materials = list("glass" = 8000)
|
||||
materials = list(MAT_GLASS = 8000)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable
|
||||
sort_string = "VFAAA"
|
||||
|
||||
@@ -206,7 +206,7 @@
|
||||
name = "advanced data crystal"
|
||||
id = "portadrive_advanced"
|
||||
req_tech = list(TECH_DATA = 2)
|
||||
materials = list("glass" = 16000)
|
||||
materials = list(MAT_GLASS = 16000)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/advanced
|
||||
sort_string = "VFAAB"
|
||||
|
||||
@@ -214,6 +214,6 @@
|
||||
name = "super data crystal"
|
||||
id = "portadrive_super"
|
||||
req_tech = list(TECH_DATA = 4)
|
||||
materials = list("glass" = 32000)
|
||||
materials = list(MAT_GLASS = 32000)
|
||||
build_path = /obj/item/weapon/computer_hardware/hard_drive/portable/super
|
||||
sort_string = "VFAAC"
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "Cheaper than whiny non-digital assistants."
|
||||
id = "pda"
|
||||
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
|
||||
build_path = /obj/item/device/pda
|
||||
sort_string = "WAAAA"
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
|
||||
/datum/design/item/pda_cartridge
|
||||
req_tech = list(TECH_ENGINEERING = 2, TECH_POWER = 3)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 50, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 50, MAT_GLASS = 50)
|
||||
|
||||
/datum/design/item/pda_cartridge/AssembleDesignName()
|
||||
..()
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
id = "basic_cell"
|
||||
req_tech = list(TECH_POWER = 1)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
|
||||
build_path = /obj/item/weapon/cell
|
||||
category = list("Misc")
|
||||
sort_string = "BAAAA"
|
||||
@@ -30,7 +30,7 @@
|
||||
build_type = PROTOLATHE | MECHFAB
|
||||
id = "high_cell"
|
||||
req_tech = list(TECH_POWER = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 60)
|
||||
materials = list(MAT_STEEL = 700, MAT_GLASS = 60)
|
||||
build_path = /obj/item/weapon/cell/high
|
||||
category = list("Misc")
|
||||
sort_string = "BAAAB"
|
||||
@@ -39,7 +39,7 @@
|
||||
name = "super-capacity"
|
||||
id = "super_cell"
|
||||
req_tech = list(TECH_POWER = 3, TECH_MATERIAL = 2)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 70)
|
||||
materials = list(MAT_STEEL = 700, MAT_GLASS = 70)
|
||||
build_path = /obj/item/weapon/cell/super
|
||||
category = list("Misc")
|
||||
sort_string = "BAAAC"
|
||||
@@ -48,7 +48,7 @@
|
||||
name = "hyper-capacity"
|
||||
id = "hyper_cell"
|
||||
req_tech = list(TECH_POWER = 5, TECH_MATERIAL = 4)
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 400, "gold" = 150, "silver" = 150, "glass" = 70)
|
||||
materials = list(MAT_STEEL = 400, MAT_GOLD = 150, MAT_SILVER = 150, MAT_GLASS = 70)
|
||||
build_path = /obj/item/weapon/cell/hyper
|
||||
category = list("Misc")
|
||||
sort_string = "BAAAD"
|
||||
@@ -57,7 +57,7 @@
|
||||
name = "device"
|
||||
build_type = PROTOLATHE
|
||||
id = "device"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 350, "glass" = 25)
|
||||
materials = list(MAT_STEEL = 350, MAT_GLASS = 25)
|
||||
build_path = /obj/item/weapon/cell/device
|
||||
category = list("Misc")
|
||||
sort_string = "BAABA"
|
||||
@@ -66,7 +66,7 @@
|
||||
name = "weapon"
|
||||
build_type = PROTOLATHE
|
||||
id = "weapon"
|
||||
materials = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 50)
|
||||
materials = list(MAT_STEEL = 700, MAT_GLASS = 50)
|
||||
build_path = /obj/item/weapon/cell/device/weapon
|
||||
category = list("Misc")
|
||||
sort_string = "BAABB"
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user