/obj/item/weapon/am_containment name = "antimatter containment jar" desc = "Holds antimatter. A few of these could blow an entire 21st-century lunar installation." icon = 'icons/obj/machines/new_ame.dmi' icon_state = "jar" item_state = "am_jar" inhand_states = list("left_hand" = 'icons/mob/in-hand/left/misc_tools.dmi', "right_hand" = 'icons/mob/in-hand/right/misc_tools.dmi') density = 0 anchored = 0 force = 8 throwforce = 10 throw_speed = 1 throw_range = 2 var/fuel = 1000 // WAS ORIGINALLY 10000 var/fuel_max = 1000//Lets try this for now var/stability = 100//TODO: add all the stability things to this so its not very safe if you keep hitting in on things var/exploded = 0 var/gauge_offset = 0 /obj/item/weapon/am_containment/New() ..() update_icon() /obj/item/weapon/am_containment/update_icon() overlays.len = 0 var/fullness = round((fuel/fuel_max) * 8) var/image/I = image(icon, src, "gauge_[fullness]") I.pixel_x = gauge_offset overlays += I /obj/item/weapon/am_containment/proc/boom() var/percent = 0 if(fuel) percent = (fuel / fuel_max) * 100 if(!exploded && percent >= 10) explosion(get_turf(src), 1, 2, 3, 5)//Should likely be larger but this works fine for now I guess exploded=1 if(src) qdel(src) /obj/item/weapon/am_containment/ex_act(severity) switch(severity) if(1.0) boom() if(2.0) if(prob((fuel/10)-stability)) boom() stability -= 40 if(3.0) stability -= 20 //check_stability() return /obj/item/weapon/am_containment/proc/usefuel(var/wanted) if(fuel < wanted) wanted = fuel fuel -= wanted update_icon() return wanted /obj/item/weapon/am_containment/big icon_state = "jar_big" fuel = 10000 fuel_max = 10000 gauge_offset = 2 /obj/item/weapon/am_containment/huge icon_state = "jar_huge" fuel = 30000 fuel_max = 30000 gauge_offset = 6