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d5849910e5
* Begin clickcode attack_self fix Begins the work to make everything call back to parent for attack_self so that signals are sacred. * Makes MORE things call the attack_self() parent Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'. * Finishes making the rest of attack_self call parent. As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items. * begone foul demon * some more cleanup * These * GOD this was annoying * yeh * Fix this * fLARES * Thesee too * toys! * Even more! * More fixes * Even more * rest of em * these too * Update syndie.dm * hardref clear * Update code/game/gamemodes/nuclear/pinpointer.dm * Update code/game/objects/effects/mines.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/blueprints_vr.dm * Update code/game/objects/items/contraband_vr.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/gunbox_vr.dm * Update code/game/objects/items/weapons/gift_wrappaper.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/crayons.dm * Update code/game/objects/items/gunbox.dm * these too * Update maintpanel_stack.dm * angry warning * Fixes packaged snacks. Fixes improper var default. * Special handling for these * proper poly types * Fixes magclaws Makes the 'features' it had just part of base magboots that can be adjusted via varswap. * Fixes jackets Fixes https://github.com/VOREStation/VOREStation/issues/18941 * Small bugfix Makes p_Theyre properly capitialize Makes examine show proper wording * Update gift_wrappaper.dm
212 lines
6.2 KiB
Plaintext
212 lines
6.2 KiB
Plaintext
/*
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* Device
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*/
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/obj/item/cell/device
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name = "device power cell"
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desc = "A small power cell designed to power handheld devices."
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icon_state = "m_st"
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item_state = "egg6"
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w_class = ITEMSIZE_SMALL
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force = 0
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throw_speed = 5
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throw_range = 7
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charge = 480
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maxcharge = 480
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charge_amount = 5
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matter = list(MAT_STEEL = 350, MAT_GLASS = 50)
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preserve_item = 1
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/obj/item/cell/device/empty
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charge = 0
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/*
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* Crap Device
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*/
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/obj/item/cell/device/crap
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name = "\improper rechargable D battery"
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desc = "An older, cheap power cell designed to power handheld devices. It's probably been in use for quite some time now."
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description_fluff = "You can't top the rust top." //TOTALLY TRADEMARK INFRINGEMENT
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origin_tech = list(TECH_POWER = 0)
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icon_state = "device_crap"
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charge = 240
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maxcharge = 240
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matter = list(MAT_STEEL = 350, MAT_GLASS = 30)
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/obj/item/cell/device/crap/update_icon() //No visible charge indicator
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return
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/obj/item/cell/device/crap/empty
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charge = 0
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/*
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* Hyper Device
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*/
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/obj/item/cell/device/hyper
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name = "hyper device power cell"
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desc = "A small power cell designed to power handheld devices. Has a better charge than a standard device cell."
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icon_state = "meb_m_st"
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charge = 4800
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maxcharge = 4800
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charge_amount = 20
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matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
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/obj/item/cell/device/hyper/empty
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charge = 0
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/*
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* EMP Proof Device
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*/
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/obj/item/cell/device/empproof
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name = "shielded device power cell"
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desc = "A small power cell designed to power handheld devices. Shielded from EMPs."
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icon_state = "s_st"
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matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
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emp_proof = TRUE
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/obj/item/cell/device/empproof/empty
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charge = 0
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/*
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* Weapon
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*/
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/obj/item/cell/device/weapon
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name = "weapon power cell"
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desc = "A small power cell designed to power handheld weaponry."
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icon_state = "m_sup"
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charge = 2400
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maxcharge = 2400
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charge_amount = 20
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/obj/item/cell/device/weapon/empty
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charge = 0
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/*
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* EMP Proof Weapon
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*/
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/obj/item/cell/device/weapon/empproof
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name = "shielded weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. Shielded from EMPs."
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icon_state = "s_hi"
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matter = list(MAT_STEEL = 400, MAT_GLASS = 60)
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emp_proof = TRUE
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/obj/item/cell/device/weapon/empproof/empty
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charge = 0
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/*
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* Self-charging Weapon
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*/
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/obj/item/cell/device/weapon/recharge
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name = "self-charging weapon power cell"
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desc = "A small power cell designed to power handheld weaponry. This one recharges itself."
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icon_state = "meb_m_nu"
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matter = list(MAT_STEEL = 400, MAT_GLASS = 80)
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self_recharge = TRUE
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charge_amount = 120
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charge_delay = 75
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origin_tech = list(TECH_POWER = 5, TECH_ARCANE = 1)
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/*
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* Captain's Self-charging Weapon
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*/
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/obj/item/cell/device/weapon/recharge/captain
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icon_state = "infinite_m"
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matter = list(MAT_STEEL = 400, MAT_GLASS = 100)
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charge_amount = 160 //Recharges a lot more quickly...
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charge_delay = 100 //... but it takes a while to get started
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/*
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* Alien Void Cell
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*/
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/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell
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name = "Precursor Alpha Object - Void Cell"
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desc = "This is a very enigmatic and small machine. It is able to output a direct electrical current \
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from itself to another device or machine that it is connected to. Its shape has a similar form as \
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a battery cell, which might imply that the species who created these had a desire for some form of \
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a modular power supply.\
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<br><br>\
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These appear to be limited in throughput, only able to put out so much energy at a time. It is unknown \
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if this was intentional, or was a design constraint that the creators of this object had to work around. \
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Regardless, it will likely function inside of various devices which run off of conventional power cells.\
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<br><br>\
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Scanning similar objects may yield more information."
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value = CATALOGUER_REWARD_EASY
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/obj/item/cell/device/weapon/recharge/alien
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name = "void cell (device)"
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desc = "An alien technology that produces energy seemingly out of nowhere. Its small, cylinderal shape means it might be able to be used with human technology, perhaps?"
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catalogue_data = list(/datum/category_item/catalogue/anomalous/precursor_a/alien_void_cell)
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icon = 'icons/obj/abductor.dmi'
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icon_state = "cell"
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charge = 5000
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maxcharge = 5000
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charge_amount = 130
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charge_delay = 50
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origin_tech = list(TECH_POWER = 7, TECH_ENGINEERING = 6, TECH_PHORON = 6, TECH_ARCANE = 2, TECH_PRECURSOR = 2)
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var/swaps_to = /obj/item/cell/void
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standard_overlays = FALSE
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/obj/item/cell/device/weapon/recharge/alien/update_icon()
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return // No overlays please.
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/obj/item/cell/device/weapon/recharge/alien/attack_self(mob/user)
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. = ..(user)
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if(.)
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return TRUE
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if(!swaps_to)
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return
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user.remove_from_mob(src)
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to_chat(user, span_notice("You swap [src] to 'machinery cell' mode."))
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var/obj/item/cell/newcell = new swaps_to(null)
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user.put_in_active_hand(newcell)
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var/percentage = charge/maxcharge
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newcell.charge = newcell.maxcharge * percentage
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newcell.persist_storable = persist_storable
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qdel(src)
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// Bloo friendlier hybrid tech
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/obj/item/cell/device/weapon/recharge/alien/hybrid
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icon = 'icons/obj/power_vr.dmi'
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icon_state = "cellb"
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swaps_to = /obj/item/cell/void/hybrid
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/obj/item/cell/device/weapon/recharge/alien/omni
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name = "omni weapon power cell"
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desc = "A mix between alien technology and phoron-based tech. Not quite as good as a true void cell though."
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charge_amount = 90 // 2.5%.
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charge = 3600
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maxcharge = 3600
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charge_delay = 50
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swaps_to = null
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origin_tech = list(TECH_POWER = 8, TECH_ENGINEERING = 6, TECH_PHORON = 6, TECH_ARCANE = 1, TECH_PRECURSOR = 1)
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/obj/item/cell/device/weapon/recharge/alien/omni/empty
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charge = 0
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/*
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* Giga
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*/
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/obj/item/cell/device/giga
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name = "giga device power cell"
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desc = "A small power cell that holds a blistering amount of energy, constructed by clever scientists using secrets gleaned from alien technology."
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icon_state = "meb_m_hi"
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charge = 10000
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maxcharge = 10000
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charge_amount = 20
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origin_tech = list(TECH_POWER = 8)
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/obj/item/cell/device/giga/empty
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charge = 0
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/obj/item/cell/device/super
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name = "super device power cell"
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desc = "A small upgraded power cell designed to power handheld devices."
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icon_state = "m_hy"
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charge = 3600
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maxcharge = 3600
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charge_amount = 20
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origin_tech = list(TECH_POWER = 3)
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/obj/item/cell/device/super/empty
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charge = 0
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