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https://github.com/vgstation-coders/vgstation13.git
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TG: - commented out the old adamantine recipe.
- removed adamantine ore - removed adamantine mineral walls - added a new adamantine recipe, but it's commented out for the moment - added a new material, mythril, with a nice urist sprite - added a mythril coin - added a mythril recipe, but it's commented out for the moment So yeah, adamantine will have a new recipe and will no longer be gained from ore and added mythril to the procesisng unit, stacking unit and coin press. NOTE TO URIST: to enable this, you only have to uncomment the part with your name in machine_processing.dm Everything else is already in working order. Oh and you need to make the coin and sheet sprite. Revision: r3146 Author: baloh.matevz
This commit is contained in:
@@ -20,5 +20,4 @@ var/list/datum/material_recipe/MATERIAL_RECIPES = list(
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new/datum/material_recipe("Diamond",list(/obj/item/weapon/ore/diamond),/obj/item/stack/sheet/diamond),
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new/datum/material_recipe("Plasma",list(/obj/item/weapon/ore/plasma),/obj/item/stack/sheet/plasma),
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new/datum/material_recipe("Bananium",list(/obj/item/weapon/ore/clown),/obj/item/stack/sheet/clown),
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new/datum/material_recipe("Adamantine",list(/obj/item/weapon/ore/adamantine),/obj/item/stack/sheet/adamantine)
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)
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@@ -103,16 +103,6 @@
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else
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machine.selected_clown = 0
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//adamantine
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if(machine.ore_adamantine)
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if (machine.selected_adamantine==1)
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dat += text("<A href='?src=\ref[src];sel_adamantine=no'><font color='green'>Smelting</font></A> ")
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else
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dat += text("<A href='?src=\ref[src];sel_adamantine=yes'><font color='red'>Not smelting</font></A> ")
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dat += text("Adamantine: [machine.ore_adamantine]<br>")
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else
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machine.selected_adamantine = 0
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//On or off
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dat += text("Machine is currently ")
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@@ -173,11 +163,6 @@
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machine.selected_clown = 1
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else
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machine.selected_clown = 0
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if(href_list["sel_adamantine"])
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if (href_list["sel_adamantine"] == "yes")
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machine.selected_adamantine = 1
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else
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machine.selected_adamantine =0
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if(href_list["set_on"])
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if (href_list["set_on"] == "on")
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machine.on = 1
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@@ -216,7 +201,6 @@
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var/selected_uranium = 0
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var/selected_iron = 0
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var/selected_clown = 0
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var/selected_adamantine = 0
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var/on = 0 //0 = off, 1 =... oh you know!
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/obj/machinery/mineral/processing_unit/New()
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@@ -237,14 +221,14 @@
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var/i
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for (i = 0; i < 10; i++)
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if (on)
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_glass > 0)
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ore_glass--;
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new /obj/item/stack/sheet/glass(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 1 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_glass > 0 && ore_iron > 0)
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ore_glass--;
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ore_iron--;
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@@ -252,49 +236,49 @@
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 1 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_gold > 0)
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ore_gold--;
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new /obj/item/stack/sheet/gold(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver > 0)
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ore_silver--;
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new /obj/item/stack/sheet/silver(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_diamond > 0)
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ore_diamond--;
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new /obj/item/stack/sheet/diamond(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_plasma > 0)
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ore_plasma--;
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new /obj/item/stack/sheet/plasma(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium > 0)
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ore_uranium--;
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new /obj/item/stack/sheet/uranium(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_iron > 0)
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ore_iron--;
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new /obj/item/stack/sheet/metal(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 1 && selected_clown == 0)
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if (ore_iron > 0 && ore_plasma > 0)
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ore_iron--;
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ore_plasma--;
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@@ -302,20 +286,32 @@
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1 && selected_adamantine == 0)
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 1)
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if (ore_clown > 0)
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ore_clown--;
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new /obj/item/stack/sheet/clown(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 0 && selected_plasma == 0 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0 && selected_adamantine == 1)
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if (ore_adamantine > 0)
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ore_adamantine--;
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//THESE TWO ARE CODED FOR URIST TO USE WHEN HE GETS AROUND TO IT.
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//They were coded on 18 Feb 2012. If you're reading this in 2015, then firstly congratulations on the world not ending on 21 Dec 2012 and secondly, Urist is apparently VERY lazy. ~Errorage
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/*if (selected_glass == 0 && selected_gold == 0 && selected_silver == 0 && selected_diamond == 1 && selected_plasma == 0 && selected_uranium == 1 && selected_iron == 0 && selected_clown == 0)
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if (ore_uranium >= 2 && ore_diamond >= 1)
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ore_uranium -= 2
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ore_diamond -= 1
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new /obj/item/stack/sheet/adamantine(output.loc)
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else
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on = 0
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continue
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if (selected_glass == 0 && selected_gold == 0 && selected_silver == 1 && selected_diamond == 0 && selected_plasma == 1 && selected_uranium == 0 && selected_iron == 0 && selected_clown == 0)
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if (ore_silver >= 1 && ore_plasma >= 3)
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ore_silver -= 1
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ore_plasma -= 3
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new /obj/item/stack/sheet/mythril(output.loc)
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else
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on = 0
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continue*/
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//if a non valid combination is selected
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@@ -348,9 +344,6 @@
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if (selected_clown == 1)
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if (ore_clown <= 0)
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b = 0
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if (selected_adamantine == 1)
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if (ore_adamantine <= 0)
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b = 0
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if (b) //if they are, deduct one from each, produce slag and shut the machine off
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if (selected_gold == 1)
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@@ -367,8 +360,6 @@
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ore_iron--
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if (selected_clown == 1)
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ore_clown--
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if (selected_adamantine == 1)
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ore_adamantine--
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new /obj/item/weapon/ore/slag(output.loc)
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on = 0
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else
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@@ -413,10 +404,6 @@
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ore_clown++
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/adamantine))
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ore_adamantine++
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del(O)
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continue
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O.loc = src.output.loc
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else
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break
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@@ -44,11 +44,13 @@
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if(machine.ore_diamond)
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dat += text("Diamond: [machine.ore_diamond] <A href='?src=\ref[src];release=diamond'>Release</A><br>")
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if(machine.ore_clown)
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dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br><br>")
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dat += text("Bananium: [machine.ore_clown] <A href='?src=\ref[src];release=clown'>Release</A><br>")
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if(machine.ore_adamantine)
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dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br><br>")
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dat += text ("Adamantine: [machine.ore_adamantine] <A href='?src=\ref[src];release=adamantine'>Release</A><br>")
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if(machine.ore_mythril)
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dat += text ("Mythril: [machine.ore_mythril] <A href='?src=\ref[src];release=adamantine'>Release</A><br>")
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dat += text("Stacking: [machine.stack_amt]<br><br>")
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dat += text("<br>Stacking: [machine.stack_amt]<br><br>")
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user << browse("[dat]", "window=console_stacking_machine")
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@@ -125,6 +127,12 @@
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G.amount = machine.ore_adamantine
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G.loc = machine.output.loc
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machine.ore_adamantine = 0
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if ("mythril")
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if (machine.ore_mythril > 0)
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var/obj/item/stack/sheet/mythril/G = new /obj/item/stack/sheet/mythril
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G.amount = machine.ore_mythril
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G.loc = machine.output.loc
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machine.ore_mythril = 0
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src.updateUsrDialog()
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return
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@@ -155,6 +163,7 @@
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var/ore_rglass = 0;
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var/ore_plasteel = 0;
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var/ore_adamantine = 0;
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var/ore_mythril = 0;
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var/stack_amt = 50; //ammount to stack before releassing
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/obj/machinery/mineral/stacking_machine/New()
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@@ -219,6 +228,10 @@
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ore_adamantine+= O:amount
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del(O)
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continue
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if (istype(O,/obj/item/stack/sheet/mythril))
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ore_mythril+= O:amount
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del(O)
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continue
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if (istype(O,/obj/item/weapon/ore/slag))
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del(O)
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continue
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@@ -289,4 +302,10 @@
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G.loc = output.loc
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ore_adamantine -= stack_amt
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return
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if (ore_mythril >= stack_amt)
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var/obj/item/stack/sheet/mythril/G = new /obj/item/stack/sheet/mythril
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G.amount = stack_amt
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G.loc = output.loc
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ore_mythril -= stack_amt
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return
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return
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@@ -20,7 +20,6 @@
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for (var/dir in cardinal)
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src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
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if(src.output) break
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processing_objects.Add(src)
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return
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return
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@@ -162,15 +162,6 @@
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spread = 1
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/turf/simulated/mineral/adamantine
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name = "Adamantine deposit"
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icon_state = "rock_Adamantine"
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mineralName = "Adamantine"
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mineralAmt = 3
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spreadChance = 0
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spread = 0 //It shouldn't spawn yet; will change these to match diamond once it's fully implemented. -Durandan
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/turf/simulated/mineral/clown
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name = "Bananium deposit"
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icon_state = "rock_Clown"
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@@ -255,8 +246,6 @@
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new /obj/item/weapon/ore/diamond(src)
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if (src.mineralName == "Clown")
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new /obj/item/weapon/ore/clown(src)
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if (src.mineralName == "Adamantine")
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new /obj/item/weapon/ore/adamantine(src)
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ReplaceWithFloor()
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return
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@@ -17,6 +17,7 @@
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var/amt_uranium = 0
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var/amt_clown = 0
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var/amt_adamantine = 0
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var/amt_mythril = 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 = "metal" //which material will be used to make coins
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@@ -249,6 +250,18 @@
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newCoins++
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src.updateUsrDialog()
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sleep(5);
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if("mythril")
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while(amt_adamantine > 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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else
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M = new/obj/item/weapon/moneybag(output.loc)
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new /obj/item/weapon/coin/mythril(M)
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amt_mythril -= 20
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coinsToProduce--
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newCoins++
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src.updateUsrDialog()
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sleep(5);
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icon_state = "coinpress0"
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processing = 0;
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coinsToProduce = temp_coins
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@@ -73,11 +73,6 @@
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icon_state = "Clown ore"
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origin_tech = "materials=4"
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/obj/item/weapon/ore/adamantine
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name = "Adamantine ore"
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icon_state = "Adamantine ore"
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origin_tech = "materials=5"
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/obj/item/weapon/ore/slag
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name = "Slag"
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desc = "Completely useless"
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@@ -136,6 +131,10 @@
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name = "Adamantine coin"
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icon_state = "coin_adamantine"
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/obj/item/weapon/coin/mythril
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name = "Mythril coin"
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icon_state = "coin_mythril"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/CC = W
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@@ -257,6 +256,16 @@
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throw_range = 3
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origin_tech = "materials=4"
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/obj/item/stack/sheet/mythril
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name = "mythril"
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icon_state = "sheet-mythril"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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/obj/item/stack/sheet/clown
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name = "bananium"
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icon_state = "sheet-clown"
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@@ -65,7 +65,6 @@
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var/amt_plasma = 0
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var/amt_uranium = 0
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var/amt_clown = 0
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var/amt_adamantine = 0
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for (var/obj/item/weapon/ore/C in contents)
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if (istype(C,/obj/item/weapon/ore/diamond))
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@@ -84,8 +83,6 @@
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amt_uranium++;
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if (istype(C,/obj/item/weapon/ore/clown))
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amt_clown++;
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if (istype(C,/obj/item/weapon/ore/adamantine))
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amt_adamantine++;
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var/dat = text("<b>The contents of the ore box reveal...</b><br>")
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if (amt_gold)
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@@ -104,8 +101,6 @@
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dat += text("Uranium ore: [amt_uranium]<br>")
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if (amt_clown)
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dat += text("Bananium ore: [amt_clown]<br>")
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if (amt_adamantine)
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dat += text("Adamantine ore: [amt_adamantine]<br>")
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dat += text("<br><br><A href='?src=\ref[src];removeall=1'>Empty box</A>")
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user << browse("[dat]", "window=orebox")
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Reference in New Issue
Block a user