diff --git a/code/datums/craft/recipes/armor.dm b/code/datums/craft/recipes/armor.dm new file mode 100644 index 00000000000..616eaea26ae --- /dev/null +++ b/code/datums/craft/recipes/armor.dm @@ -0,0 +1,323 @@ +/datum/craft_recipe/armor + category = "Armor" + time = 60 + related_stats = list(STAT_COG) + icon_state = "armor_part" + +// Actual armor recipes + +/datum/craft_recipe/armor/juggernaut_helm + name = "Juggernaut bomb helmet" + result = /obj/item/clothing/head/helmet/space/bomb/security + steps = list( + list(/obj/item/clothing/head/helmet/space/bomb, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_PLASTIC), + list(/obj/item/tool_upgrade/armor/melee, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), + list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), + list(QUALITY_SAWING, 30, "time" = 60), + list(/obj/item/tool_upgrade/armor/bullet, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_SILK), + list(QUALITY_HAMMERING, 30, "time" = 60), + list(/obj/item/tool_upgrade/reinforcement/rubbermesh, 1, "time" = 60), + list(QUALITY_WELDING, 30, "time" = 60) + ) + +/datum/craft_recipe/armor/juggernaut_suit + name = "Juggernaut bomb suit" + result = /obj/item/clothing/suit/space/bomb/security + steps = list( + list(/obj/item/clothing/suit/space/bomb, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_PLASTIC), + list(/obj/item/tool_upgrade/armor/melee, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), + list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), + list(QUALITY_SAWING, 30, "time" = 60), + list(/obj/item/tool_upgrade/armor/bullet, 1, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_SILK), + list(QUALITY_HAMMERING, 30, "time" = 60), + list(/obj/item/tool_upgrade/reinforcement/rubbermesh, 1, "time" = 60), + list(QUALITY_WELDING, 30, "time" = 60) + ) + +// Masacre poor bucket, but gain some better protection. Cut bigger holes for eyes, drill small ones for some air. +/datum/craft_recipe/armor/cheap_greathelm + name = "bucket-helm" + result = /obj/item/clothing/head/helmet/handmade/greathelm + steps = list( + list(/obj/item/reagent_containers/glass/bucket, 1, "time" = 30), + list(QUALITY_CUTTING, 15, 120), + list(QUALITY_DRILLING, 10, 60), + list(CRAFT_MATERIAL, 6, MATERIAL_STEEL), + list(/obj/item/stack/cable_coil, 4) + ) + +/datum/craft_recipe/armor/armorvest + name = "handmade armor vest" + result = /obj/item/clothing/suit/armor/vest/handmade + steps = list( + list(/obj/item/clothing/suit/storage/hazardvest, 1, "time" = 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), + list(/obj/item/stack/cable_coil, 4) + ) + +/datum/craft_recipe/armor/woodenarmor + name = "wooden armor" + result = /obj/item/clothing/suit/armor/vest/handmadewooden + icon_state = "woodworking" + steps = list( + list(CRAFT_MATERIAL, 10, MATERIAL_WOOD), + list(QUALITY_SAWING, 10, 60), + list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), + list(/obj/item/stack/material/cloth, 2, time = 30), + list(QUALITY_CUTTING, 10, 30) + ) + +// Add some steel to gloves. Simple. +/datum/craft_recipe/armor/combat_gloves + name = "combat gloves" + result = /obj/item/clothing/gloves/thick/handmade + icon_state = "clothing" + steps = list( + list(/obj/item/clothing/gloves/thick, 1, "time" = 15), + list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), + list(/obj/item/stack/cable_coil, 2) + ) + +/datum/craft_recipe/armor/scav_gloves + name = "scavenger gloves" + result = /obj/item/clothing/gloves/dusters/scav_gloves + icon_state = "armor_part" + steps = list( + list(/obj/item/clothing/gloves/thick/handmade, 1, "time" = 15), // Grab combat gloves + list(/obj/item/clothing/gloves/dusters/plasteel, 1, "time" = 15), // Attach knuckle dusters + list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), // Plate the armguards with extra plasteel... + list(QUALITY_WELDING, 10, 20) // ...And weld it in place! + ) + +/datum/craft_recipe/armor/combat_helmet + name = "combat helmet" + result = /obj/item/clothing/head/helmet/handmade + steps = list( + list(/obj/item/reagent_containers/glass/bucket, 1, "time" = 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), + list(/obj/item/stack/cable_coil, 2) + ) + +/datum/craft_recipe/armor/riggedvoidsuit_helmet + name = "makeshift armored void suit helmet" + result = /obj/item/clothing/head/space/void/riggedvoidsuit + steps = list( + list(/obj/item/clothing, 1, time = 30), + list(CRAFT_MATERIAL, 6, MATERIAL_STEEL), + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTIC), + list(CRAFT_MATERIAL, 3, MATERIAL_GLASS), + list(/obj/item/stack/cable_coil, 2), + list(QUALITY_ADHESIVE, 15, "time" = 60) + ) + +/datum/craft_recipe/armor/riggedvoidsuit + name = "makeshift armored void suit" + result = /obj/item/clothing/suit/space/void/riggedvoidsuit + steps = list( + list(/obj/item/clothing/under, 1), + list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), + list(CRAFT_MATERIAL, 20, MATERIAL_PLASTIC), + list(QUALITY_ADHESIVE, 15, "time" = 60), + list(CRAFT_MATERIAL, 10, MATERIAL_GLASS), + list(QUALITY_WELDING, 10, 20) + ) + +/datum/craft_recipe/armor/scavengerarmor + name = "scavenger armor" + result = /obj/item/clothing/suit/storage/scavengerarmor + steps = list( + list(/obj/item/clothing/under, 1), + list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), // Melee + list(CRAFT_MATERIAL, 5, MATERIAL_PLASTEEL), // Bullets + list(QUALITY_WELDING, 10, 20), + list(CRAFT_MATERIAL, 10, MATERIAL_GLASS), // Reflective plating? + list(QUALITY_ADHESIVE, 15, "time" = 60) + ) + +/datum/craft_recipe/armor/scavengerhelmet + name = "Scavenger Helmet" + result = /obj/item/clothing/head/helmet/handmade/scavengerhelmet + steps = list( + list(/obj/item/clothing/head/helmet/handmade, 1), // Take your average combat helm + list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), // More internal padding + list(QUALITY_HAMMERING, 10, 15), // Hammer it into place... + list(QUALITY_ADHESIVE, 15, 15), // Make sure it sticks! + list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), // Prepare the additional external plates... + list(QUALITY_WELDING, 10, 20), // ...and weld them into place, tadah! + ) + +/datum/craft_recipe/armor/heavy_scav + name = "scavenger plate armor" + result = /obj/item/clothing/suit/storage/scav_heavy + steps = list( + list(/obj/item/clothing/suit/storage/scavengerarmor, 1), + list(QUALITY_CUTTING, 15, 15), //Cut apart the armour to be remade + list(CRAFT_MATERIAL, 8, MATERIAL_PLASTEEL), //Insert plasteel plates + list(QUALITY_HAMMERING, 20, 15), //Hammer sheets into place + list(QUALITY_WELDING, 30, 15), //Weld the sheets in + list(CRAFT_MATERIAL, 6, MATERIAL_CLOTH), //Extra padding + list(/obj/item/stack/cable_coil, 4), //Secure the padding + list(QUALITY_ADHESIVE, 20, 15) //And seal it! + ) + +/datum/craft_recipe/armor/heavy_scav_helm + name = "scavenger plate helm" + result = /obj/item/clothing/head/helmet/scav_heavy + steps = list( + list(/obj/item/clothing/head/helmet/handmade/scavengerhelmet, 1), + list(QUALITY_CUTTING, 15, 15), //Cut apart the helmet to be remade + list(CRAFT_MATERIAL, 6, MATERIAL_PLASTEEL), //Insert plasteel plates + list(QUALITY_HAMMERING, 20, 15), //Hammer sheets into place + list(QUALITY_WELDING, 30, 15), //Weld the sheets in + list(CRAFT_MATERIAL, 4, MATERIAL_RGLASS), //Welding shield + list(/obj/item/stack/cable_coil, 6), //Secure the padding + list(QUALITY_ADHESIVE, 20, 15) //And seal it! + ) + +/**************************** +* Full body armor vests +****************************/ + +/datum/craft_recipe/armor/armorvest/full + name = "handmade full armor vest" + result = /obj/item/clothing/suit/armor/vest/handmade/full + steps = list( + list(/obj/item/clothing/suit/armor/vest/handmade, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/fullbodyarmor + name = "full body armor" + result = /obj/item/clothing/suit/armor/vest/full + steps = list( + list(/obj/item/clothing/suit/armor/vest, 1, "time" = 30), //TODO: a better way to do this, every children of armor/vest will be eligible for crafting this one... + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One sheet per limb + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTIC), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/mtua + name = "marshal tactical unit armor" + result = /obj/item/clothing/suit/armor/vest/ironhammer/full + steps = list( + list(/obj/item/clothing/suit/armor/vest/ironhammer, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/platecarrier + name = "full body plate carrier" + result = /obj/item/clothing/suit/armor/platecarrier/full + steps = list( + list(/obj/item/clothing/suit/armor/platecarrier, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/platecarrier_bs + name = "blackshield full body plate carrier" + result = /obj/item/clothing/suit/armor/platecarrier/militia/full + steps = list( + list(/obj/item/clothing/suit/armor/platecarrier/militia, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/corpsmenplate + name = "corpsman full body plate carrier" + result = /obj/item/clothing/suit/armor/platecarrier/corpsman/full + steps = list( + list(/obj/item/clothing/suit/armor/platecarrier/corpsman, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/iambulletproof + name = "bulletproof suit" + result = /obj/item/clothing/suit/armor/bulletproof/full + steps = list( + list(/obj/item/clothing/suit/armor/bulletproof/, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/fullmetalflaket + name = "full body flak vest" + result = /obj/item/clothing/suit/armor/flakvest/full + steps = list( + list(/obj/item/clothing/suit/armor/flakvest, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/flak_bs + name = "blackshield full flak vest" + result = /obj/item/clothing/suit/armor/flakvest/militia/full + steps = list( + list(/obj/item/clothing/suit/armor/flakvest/militia, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) + +/datum/craft_recipe/armor/commanderflak + name = "blackshield commander's full flak vest" + result = /obj/item/clothing/suit/armor/flakvest/commander/full + steps = list( + list(/obj/item/clothing/suit/armor/flakvest/commander, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), // In accordance to flak vests + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) +/datum/craft_recipe/armor/woplate + name = "warrant officer's full advanced plate carrier" + result = /obj/item/clothing/suit/armor/platecarrier/hos/full + steps = list( + list(/obj/item/clothing/suit/armor/platecarrier/hos, 1, "time" = 30), + list(/obj/item/clothing/under, 1), + list(QUALITY_CUTTING, 15, 30), + list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), + list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), // In accordance to flak vests + list(QUALITY_WELDING, 15, 30), + list(QUALITY_ADHESIVE, 15, 30) + ) \ No newline at end of file diff --git a/code/datums/craft/recipes/clothing.dm b/code/datums/craft/recipes/clothing.dm index 69086267e53..1801ca63cde 100644 --- a/code/datums/craft/recipes/clothing.dm +++ b/code/datums/craft/recipes/clothing.dm @@ -4,26 +4,6 @@ time = 50 related_stats = list(STAT_COG) -/datum/craft_recipe/clothing/armorvest - name = "handmade armor vest" - result = /obj/item/clothing/suit/armor/vest/handmade - steps = list( - list(/obj/item/clothing/suit/storage/hazardvest, 1, "time" = 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), - list(/obj/item/stack/cable_coil, 4) - ) - -/datum/craft_recipe/clothing/armorvest/full - name = "handmade full armor vest" - result = /obj/item/clothing/suit/armor/vest/handmade/full - steps = list( - list(/obj/item/clothing/suit/armor/vest/handmade, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(QUALITY_ADHESIVE, 15, 30) - ) - /datum/craft_recipe/clothing/balaclava name = "balaclava" result = /obj/item/clothing/mask/balaclava @@ -50,18 +30,6 @@ list(QUALITY_CUTTING, 10, 60) ) -// Masacre poor bucket, but gain some better protection. Cut bigger holes for eyes, drill small ones for some air. -/datum/craft_recipe/clothing/cheap_greathelm - name = "bucket-helm" - result = /obj/item/clothing/head/helmet/handmade/greathelm - steps = list( - list(/obj/item/reagent_containers/glass/bucket, 1, "time" = 30), - list(QUALITY_CUTTING, 15, 120), - list(QUALITY_DRILLING, 10, 60), - list(CRAFT_MATERIAL, 6, MATERIAL_STEEL), - list(/obj/item/stack/cable_coil, 4) - ) - /datum/craft_recipe/clothing/cardborg_helmet name = "cardborg helmet" result = /obj/item/clothing/head/costume/halloween/cardborg @@ -78,37 +46,6 @@ list(CRAFT_MATERIAL, 3, MATERIAL_CARDBOARD) ) -// Add some steel to gloves. Simple. -/datum/craft_recipe/clothing/combat_gloves - name = "combat gloves" - result = /obj/item/clothing/gloves/thick/handmade - icon_state = "clothing" - steps = list( - list(/obj/item/clothing/gloves/thick, 1, "time" = 15), - list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), - list(/obj/item/stack/cable_coil, 2) - ) - -/datum/craft_recipe/clothing/scav_gloves - name = "scavenger gloves" - result = /obj/item/clothing/gloves/dusters/scav_gloves - icon_state = "armor_part" - steps = list( - list(/obj/item/clothing/gloves/thick/handmade, 1, "time" = 15), // Grab combat gloves - list(/obj/item/clothing/gloves/dusters/plasteel, 1, "time" = 15), // Attach knuckle dusters - list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), // Plate the armguards with extra plasteel... - list(QUALITY_WELDING, 10, 20) // ...And weld it in place! - ) - -/datum/craft_recipe/clothing/combat_helmet - name = "combat helmet" - result = /obj/item/clothing/head/helmet/handmade - steps = list( - list(/obj/item/reagent_containers/glass/bucket, 1, "time" = 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), - list(/obj/item/stack/cable_coil, 2) - ) - /datum/craft_recipe/clothing/chest_rig name = "chest rig" result = /obj/item/clothing/suit/storage/vest/chestrig @@ -118,82 +55,6 @@ list(/obj/item/stack/cable_coil, 2) ) -/datum/craft_recipe/clothing/riggedvoidsuit_helmet - name = "makeshift armored void suit helmet" - result = /obj/item/clothing/head/space/void/riggedvoidsuit - steps = list( - list(/obj/item/clothing, 1, time = 30), - list(CRAFT_MATERIAL, 6, MATERIAL_STEEL), - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTIC), - list(CRAFT_MATERIAL, 3, MATERIAL_GLASS), - list(/obj/item/stack/cable_coil, 2), - list(QUALITY_ADHESIVE, 15, "time" = 60) - ) - -/datum/craft_recipe/clothing/riggedvoidsuit - name = "makeshift armored void suit" - result = /obj/item/clothing/suit/space/void/riggedvoidsuit - steps = list( - list(/obj/item/clothing/under, 1), - list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), - list(CRAFT_MATERIAL, 20, MATERIAL_PLASTIC), - list(QUALITY_ADHESIVE, 15, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_GLASS), - list(QUALITY_WELDING, 10, 20) - ) - -/datum/craft_recipe/clothing/scavengerarmor - name = "scavenger armor" - result = /obj/item/clothing/suit/storage/scavengerarmor - steps = list( - list(/obj/item/clothing/under, 1), - list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), // Melee - list(CRAFT_MATERIAL, 5, MATERIAL_PLASTEEL), // Bullets - list(QUALITY_WELDING, 10, 20), - list(CRAFT_MATERIAL, 10, MATERIAL_GLASS), // Reflective plating? - list(QUALITY_ADHESIVE, 15, "time" = 60) - ) - -/datum/craft_recipe/clothing/scavengerhelmet - name = "Scavenger Helmet" - result = /obj/item/clothing/head/helmet/handmade/scavengerhelmet - steps = list( - list(/obj/item/clothing/head/helmet/handmade, 1), // Take your average combat helm - list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), // More internal padding - list(QUALITY_HAMMERING, 10, 15), // Hammer it into place... - list(QUALITY_ADHESIVE, 15, 15), // Make sure it sticks! - list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), // Prepare the additional external plates... - list(QUALITY_WELDING, 10, 20), // ...and weld them into place, tadah! - ) - -/datum/craft_recipe/clothing/heavy_scav - name = "scavenger plate armor" - result = /obj/item/clothing/suit/storage/scav_heavy - steps = list( - list(/obj/item/clothing/suit/storage/scavengerarmor, 1), - list(QUALITY_CUTTING, 15, 15), //Cut apart the armour to be remade - list(CRAFT_MATERIAL, 8, MATERIAL_PLASTEEL), //Insert plasteel plates - list(QUALITY_HAMMERING, 20, 15), //Hammer sheets into place - list(QUALITY_WELDING, 30, 15), //Weld the sheets in - list(CRAFT_MATERIAL, 6, MATERIAL_CLOTH), //Extra padding - list(/obj/item/stack/cable_coil, 4), //Secure the padding - list(QUALITY_ADHESIVE, 20, 15) //And seal it! - ) - -/datum/craft_recipe/clothing/heavy_scav_helm - name = "scavenger plate helm" - result = /obj/item/clothing/head/helmet/scav_heavy - steps = list( - list(/obj/item/clothing/head/helmet/handmade/scavengerhelmet, 1), - list(QUALITY_CUTTING, 15, 15), //Cut apart the helmet to be remade - list(CRAFT_MATERIAL, 6, MATERIAL_PLASTEEL), //Insert plasteel plates - list(QUALITY_HAMMERING, 20, 15), //Hammer sheets into place - list(QUALITY_WELDING, 30, 15), //Weld the sheets in - list(CRAFT_MATERIAL, 4, MATERIAL_RGLASS), //Welding shield - list(/obj/item/stack/cable_coil, 6), //Secure the padding - list(QUALITY_ADHESIVE, 20, 15) //And seal it! - ) - /datum/craft_recipe/clothing/muzzle name = "muzzle" result = /obj/item/clothing/mask/muzzle @@ -223,153 +84,10 @@ list(CRAFT_MATERIAL, 1, MATERIAL_WOOD) ) -/**************************** -* Full body armor vests -****************************/ - -/datum/craft_recipe/clothing/fullbodyarmor - name = "full body armor" - result = /obj/item/clothing/suit/armor/vest/full - steps = list( - list(/obj/item/clothing/suit/armor/vest, 1, "time" = 30), //TODO: a better way to do this, every children of armor/vest will be eligible for crafting this one... - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One sheet per limb - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTIC), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/mtua - name = "marshal tactical unit armor" - result = /obj/item/clothing/suit/armor/vest/ironhammer/full - steps = list( - list(/obj/item/clothing/suit/armor/vest/ironhammer, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/platecarrier - name = "full body plate carrier" - result = /obj/item/clothing/suit/armor/platecarrier/full - steps = list( - list(/obj/item/clothing/suit/armor/platecarrier, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/platecarrier_bs - name = "blackshield full body plate carrier" - result = /obj/item/clothing/suit/armor/platecarrier/militia/full - steps = list( - list(/obj/item/clothing/suit/armor/platecarrier/militia, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/corpsmenplate - name = "corpsman full body plate carrier" - result = /obj/item/clothing/suit/armor/platecarrier/corpsman/full - steps = list( - list(/obj/item/clothing/suit/armor/platecarrier/corpsman, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 2, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/iambulletproof - name = "bulletproof suit" - result = /obj/item/clothing/suit/armor/bulletproof/full - steps = list( - list(/obj/item/clothing/suit/armor/bulletproof/, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/fullmetalflaket - name = "full body flak vest" - result = /obj/item/clothing/suit/armor/flakvest/full - steps = list( - list(/obj/item/clothing/suit/armor/flakvest, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/flak_bs - name = "blackshield full flak vest" - result = /obj/item/clothing/suit/armor/flakvest/militia/full - steps = list( - list(/obj/item/clothing/suit/armor/flakvest/militia, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), // One metal per limb - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - -/datum/craft_recipe/clothing/commanderflak - name = "blackshield commander's full flak vest" - result = /obj/item/clothing/suit/armor/flakvest/commander/full - steps = list( - list(/obj/item/clothing/suit/armor/flakvest/commander, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), // In accordance to flak vests - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) -/datum/craft_recipe/clothing/woplate - name = "warrant officer's full advanced plate carrier" - result = /obj/item/clothing/suit/armor/platecarrier/hos/full - steps = list( - list(/obj/item/clothing/suit/armor/platecarrier/hos, 1, "time" = 30), - list(/obj/item/clothing/under, 1), - list(QUALITY_CUTTING, 15, 30), - list(CRAFT_MATERIAL, 4, MATERIAL_STEEL), - list(CRAFT_MATERIAL, 4, MATERIAL_PLASTEEL), // In accordance to flak vests - list(QUALITY_WELDING, 15, 30), - list(QUALITY_ADHESIVE, 15, 30) - ) - /*********************** * Outsider crafts ************************/ -/datum/craft_recipe/clothing/woodenarmor - name = "wooden armor" - result = /obj/item/clothing/suit/armor/vest/handmadewooden - icon_state = "woodworking" - steps = list( - list(CRAFT_MATERIAL, 10, MATERIAL_WOOD), - list(QUALITY_SAWING, 10, 60), - list(CRAFT_MATERIAL, 2, MATERIAL_STEEL), - list(/obj/item/stack/material/cloth, 2, time = 30), - list(QUALITY_CUTTING, 10, 30) - ) - /datum/craft_recipe/clothing/tac_clothes name = "tactical baggy rags" result = /obj/item/clothing/under/outcast @@ -435,63 +153,3 @@ list(QUALITY_WELDING, 10, "time" = 30), //melt down things list(QUALITY_HAMMERING, 15, 10) //Harden into shape ) - -// Nuckle Dusters and melee based things - -/datum/craft_recipe/clothing/dusters - name = "steel knuckle dusters" - result = /obj/item/clothing/gloves/dusters - steps = list( - list(CRAFT_MATERIAL, 3, MATERIAL_STEEL), //Grab some steel - list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form - list(QUALITY_HAMMERING, 15, 10) //Harden into shape - ) - -/datum/craft_recipe/clothing/dusters/silver - name = "silver knuckle dusters" - result = /obj/item/clothing/gloves/dusters/silver - steps = list( - list(CRAFT_MATERIAL, 3, MATERIAL_SILVER), //Grab some silver - list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form - list(QUALITY_HAMMERING, 15, 10) //Harden into shape - ) - -/datum/craft_recipe/clothing/dusters/plasteel - name = "plasteel knuckle dusters" - result = /obj/item/clothing/gloves/dusters/plasteel - steps = list( - list(CRAFT_MATERIAL, 3, MATERIAL_PLASTEEL), //Grab some plasteel - list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form - list(QUALITY_HAMMERING, 15, 10) //Harden into shape - ) - -/datum/craft_recipe/clothing/dusters/gold - name = "golden knuckle dusters" - result = /obj/item/clothing/gloves/dusters/gold - steps = list( - list(CRAFT_MATERIAL, 3, MATERIAL_GOLD), //Grab some gold - list(CRAFT_MATERIAL, 3, MATERIAL_PLATINUM), //Grab some platinum as well - list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form - list(QUALITY_HAMMERING, 15, 10) //Harden into shape - ) - -/datum/craft_recipe/clothing/dusters/platinum - name = "spiked platinum knuckle dusters" - result = /obj/item/clothing/gloves/dusters/platinum - steps = list( - list(CRAFT_MATERIAL, 3, MATERIAL_PLATINUM), //Grab some platinum - list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form - list(QUALITY_HAMMERING, 15, 10), //Harden into shape - list(/obj/item/tool_upgrade/augment/spikes, 1, "time" = 10) //Put 'spiked' in the name - ) - -/datum/craft_recipe/clothing/dusters/gloves - name = "weighted knuckle gloves" - result = /obj/item/clothing/gloves/dusters/gloves - steps = list( - list(/obj/item/clothing/gloves/dusters, 1, "time" = 5), //Tear up the gloves - list(CRAFT_MATERIAL, 3, MATERIAL_PLASTEEL), //Grab some plasteel - list(QUALITY_HAMMERING, 15, 10), //Harden into powder - list(QUALITY_HAMMERING, 15, 10), //Harden into FINE powder - list(/obj/item/stack/medical/bruise_pack/handmade, 2, "time" = 10) //Cover the holes up - ) diff --git a/code/datums/craft/recipes/repairs.dm b/code/datums/craft/recipes/repairs.dm index 601b6e213ef..2c5fdb1f802 100644 --- a/code/datums/craft/recipes/repairs.dm +++ b/code/datums/craft/recipes/repairs.dm @@ -1,3 +1,4 @@ +/* /datum/craft_recipe/repairs category = "Repairs" time = 60 @@ -162,37 +163,4 @@ list(QUALITY_HAMMERING, 30, "time" = 60), list(QUALITY_WELDING, 30, "time" = 60) ) - -/datum/craft_recipe/repairs/juggernaut_helm - name = "Juggernaut bomb helmet" - result = /obj/item/clothing/head/helmet/space/bomb/security - steps = list( - list(/obj/item/clothing/head/helmet/space/bomb, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_PLASTIC), - list(/obj/item/tool_upgrade/armor/melee, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), - list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), - list(QUALITY_SAWING, 30, "time" = 60), - list(/obj/item/tool_upgrade/armor/bullet, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_SILK), - list(QUALITY_HAMMERING, 30, "time" = 60), - list(/obj/item/tool_upgrade/reinforcement/rubbermesh, 1, "time" = 60), - list(QUALITY_WELDING, 30, "time" = 60) - ) - -/datum/craft_recipe/repairs/juggernaut_suit - name = "Juggernaut bomb suit" - result = /obj/item/clothing/suit/space/bomb/security - steps = list( - list(/obj/item/clothing/suit/space/bomb, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_PLASTIC), - list(/obj/item/tool_upgrade/armor/melee, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_STEEL), - list(CRAFT_MATERIAL, 10, MATERIAL_PLASTEEL), - list(QUALITY_SAWING, 30, "time" = 60), - list(/obj/item/tool_upgrade/armor/bullet, 1, "time" = 60), - list(CRAFT_MATERIAL, 10, MATERIAL_SILK), - list(QUALITY_HAMMERING, 30, "time" = 60), - list(/obj/item/tool_upgrade/reinforcement/rubbermesh, 1, "time" = 60), - list(QUALITY_WELDING, 30, "time" = 60) - ) +*/ \ No newline at end of file diff --git a/code/datums/craft/recipes/weapon.dm b/code/datums/craft/recipes/weapon.dm index ff34ef61e7e..72b5e6ebd32 100644 --- a/code/datums/craft/recipes/weapon.dm +++ b/code/datums/craft/recipes/weapon.dm @@ -423,3 +423,64 @@ steps = list( list(CRAFT_MATERIAL, 1, MATERIAL_STEEL) ) + + +// Nuckle Dusters + +/datum/craft_recipe/weapon/dusters + name = "steel knuckle dusters" + result = /obj/item/clothing/gloves/dusters + steps = list( + list(CRAFT_MATERIAL, 3, MATERIAL_STEEL), //Grab some steel + list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form + list(QUALITY_HAMMERING, 15, 10) //Harden into shape + ) + +/datum/craft_recipe/weapon/dusters/silver + name = "silver knuckle dusters" + result = /obj/item/clothing/gloves/dusters/silver + steps = list( + list(CRAFT_MATERIAL, 3, MATERIAL_SILVER), //Grab some silver + list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form + list(QUALITY_HAMMERING, 15, 10) //Harden into shape + ) + +/datum/craft_recipe/weapon/dusters/plasteel + name = "plasteel knuckle dusters" + result = /obj/item/clothing/gloves/dusters/plasteel + steps = list( + list(CRAFT_MATERIAL, 3, MATERIAL_PLASTEEL), //Grab some plasteel + list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form + list(QUALITY_HAMMERING, 15, 10) //Harden into shape + ) + +/datum/craft_recipe/weapon/dusters/gold + name = "golden knuckle dusters" + result = /obj/item/clothing/gloves/dusters/gold + steps = list( + list(CRAFT_MATERIAL, 3, MATERIAL_GOLD), //Grab some gold + list(CRAFT_MATERIAL, 3, MATERIAL_PLATINUM), //Grab some platinum as well + list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form + list(QUALITY_HAMMERING, 15, 10) //Harden into shape + ) + +/datum/craft_recipe/weapon/dusters/platinum + name = "spiked platinum knuckle dusters" + result = /obj/item/clothing/gloves/dusters/platinum + steps = list( + list(CRAFT_MATERIAL, 3, MATERIAL_PLATINUM), //Grab some platinum + list(QUALITY_WELDING, 10, "time" = 30), //Weld it into basic form + list(QUALITY_HAMMERING, 15, 10), //Harden into shape + list(/obj/item/tool_upgrade/augment/spikes, 1, "time" = 10) //Put 'spiked' in the name + ) + +/datum/craft_recipe/weapon/dusters/gloves + name = "weighted knuckle gloves" + result = /obj/item/clothing/gloves/dusters/gloves + steps = list( + list(/obj/item/clothing/gloves/dusters, 1, "time" = 5), //Tear up the gloves + list(CRAFT_MATERIAL, 3, MATERIAL_PLASTEEL), //Grab some plasteel + list(QUALITY_HAMMERING, 15, 10), //Harden into powder + list(QUALITY_HAMMERING, 15, 10), //Harden into FINE powder + list(/obj/item/stack/medical/bruise_pack/handmade, 2, "time" = 10) //Cover the holes up + ) diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index 377959d56aa..8e450c6b1bb 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -61,6 +61,7 @@ var/active_zoom_factor = 1 //Index of currently selected zoom factor var/list/zoom_factors = list()//How much to scope in when using weapon, var/list/initial_zoom_factors = list() + var/psigun = 0 /* NOTE: For the sake of standardizing guns and extra vision range, here's a general guideline for zooming factor. @@ -403,9 +404,13 @@ For the sake of consistency, I suggest always rounding up on even values when ap return FALSE if(I.get_tool_quality(QUALITY_WIRE_CUTTING)) - if(!gun_parts) + if(psigun) to_chat(user, SPAN_NOTICE("You can't dismantle [src] as it has no gun parts! How strange...")) return FALSE + if(!gun_parts) + to_chat(user, SPAN_NOTICE("You can't dismantle [src], it is far too complicated!")) + return FALSE + user.visible_message(SPAN_NOTICE("[user] begins breaking apart [src]."), SPAN_WARNING("You begin breaking apart [src] for gun parts.")) if(I.use_tool(user, src, WORKTIME_SLOW, QUALITY_WIRE_CUTTING, FAILCHANCE_EASY, required_stat = STAT_MEC)) diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index b4e2095b3ed..acf2350be45 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -5,6 +5,7 @@ icon_state = "energy" fire_sound = 'sound/weapons/energy/Taser.ogg' fire_sound_text = "laser blast" + gun_parts = null //No disassembling these by default, SOMEONE failed to give them any actual parts. init_recoil = HANDGUN_RECOIL(0.1) diff --git a/code/modules/projectiles/guns/projectile/automatic/ak47.dm b/code/modules/projectiles/guns/projectile/automatic/ak47.dm index 024e5313846..18d32b4386e 100644 --- a/code/modules/projectiles/guns/projectile/automatic/ak47.dm +++ b/code/modules/projectiles/guns/projectile/automatic/ak47.dm @@ -148,6 +148,7 @@ serial_type = "SA" wield_delay = 0.8 SECOND wield_delay_factor = 0.2 // 20 vig for insta wield + gun_parts = list(/obj/item/part/gun/frame/ak47 = 1, /obj/item/part/gun/grip/serb = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/stack/material/plasteel = 2) /obj/item/gun/projectile/automatic/ak47/sa/tac name = "Breacher \"Kalashnikov\" rifle" diff --git a/code/modules/projectiles/guns/projectile/automatic/nordwind.dm b/code/modules/projectiles/guns/projectile/automatic/nordwind.dm index 96027436f8e..5428d7b8b83 100644 --- a/code/modules/projectiles/guns/projectile/automatic/nordwind.dm +++ b/code/modules/projectiles/guns/projectile/automatic/nordwind.dm @@ -103,6 +103,7 @@ w_class = ITEM_SIZE_NORMAL slot_flags = SLOT_BACK|SLOT_BELT matter = list(MATERIAL_PLASTEEL = 5, MATERIAL_STEEL = 6, MATERIAL_WOOD = 5) + gun_parts = list(/obj/item/part/gun/frame/strelki = 1, /obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/stack/material/plasteel = 2) price_tag = 450 zoom_factors = list() init_recoil = SMG_RECOIL(2.3) diff --git a/code/modules/projectiles/guns/projectile/automatic/solmarine.dm b/code/modules/projectiles/guns/projectile/automatic/solmarine.dm index 627df3bb093..3d914d019f6 100644 --- a/code/modules/projectiles/guns/projectile/automatic/solmarine.dm +++ b/code/modules/projectiles/guns/projectile/automatic/solmarine.dm @@ -84,6 +84,7 @@ slot_flags = SLOT_BELT|SLOT_HOLSTER w_class = ITEM_SIZE_SMALL matter = list(MATERIAL_PLASTEEL = 6, MATERIAL_PLASTIC = 3) + gun_parts = list(/obj/item/part/gun/frame/solmarine = 1, /obj/item/part/gun/grip/serb = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/stack/material/plasteel = 2) can_dual = TRUE init_recoil = CARBINE_RECOIL(1.2) init_firemodes = list( diff --git a/code/modules/projectiles/guns/projectile/automatic/sts.dm b/code/modules/projectiles/guns/projectile/automatic/sts.dm index e748451f6da..3f432209592 100644 --- a/code/modules/projectiles/guns/projectile/automatic/sts.dm +++ b/code/modules/projectiles/guns/projectile/automatic/sts.dm @@ -116,6 +116,7 @@ ) wield_delay = 0.8 SECOND wield_delay_factor = 0.2 // 20 vig for insta wield + gun_parts = list(/obj/item/part/gun/frame/sts = 1, /obj/item/part/gun/grip/serb = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/stack/material/plasteel = 2) /obj/item/gun/projectile/automatic/sts/rifle/blackshield name = "\"STS PARA\" Blackshield rifle" @@ -179,6 +180,8 @@ ) wield_delay = 0.8 SECOND wield_delay_factor = 0.2 // 20 vig for insta wield + gun_parts = list(/obj/item/part/gun/frame/sts = 1, /obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/stack/material/plasteel = 2) + /obj/item/part/gun/frame/sts name = "STS rifle frame" diff --git a/code/modules/projectiles/guns/projectile/boltgun.dm b/code/modules/projectiles/guns/projectile/boltgun.dm index 044faa00d21..ec6136827b7 100644 --- a/code/modules/projectiles/guns/projectile/boltgun.dm +++ b/code/modules/projectiles/guns/projectile/boltgun.dm @@ -56,7 +56,7 @@ matter = list(MATERIAL_STEEL = 10, MATERIAL_PLASTIC = 4) saw_off = FALSE bolt_training = FALSE //Training didnt cover obrez - gun_parts = list(/obj/item/part/gun/grip/black = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/part/gun/barrel/lrifle = 1) + gun_parts = list(/obj/item/part/gun/grip/black = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/stack/material/plasteel = 2) /obj/item/gun/projectile/boltgun/sawn/true //used for the Kardashev-Mosin, so we dont cheat crafting menus diff --git a/code/modules/projectiles/guns/projectile/boltgun/novakovic.dm b/code/modules/projectiles/guns/projectile/boltgun/novakovic.dm index c51c7737d5c..13154f8b92b 100644 --- a/code/modules/projectiles/guns/projectile/boltgun/novakovic.dm +++ b/code/modules/projectiles/guns/projectile/boltgun/novakovic.dm @@ -24,5 +24,5 @@ matter = list(MATERIAL_STEEL = 10, MATERIAL_WOOD = 4) saw_off = FALSE serial_type = "Hunt Inc." - gun_parts = list(/obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/part/gun/barrel/lrifle/steel = 1) + gun_parts = list(/obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/stack/material/steel = 2) diff --git a/code/modules/projectiles/guns/projectile/boltgun/roe_sika.dm b/code/modules/projectiles/guns/projectile/boltgun/roe_sika.dm index c44d70ad207..41416698de9 100644 --- a/code/modules/projectiles/guns/projectile/boltgun/roe_sika.dm +++ b/code/modules/projectiles/guns/projectile/boltgun/roe_sika.dm @@ -34,7 +34,7 @@ saw_off = FALSE serial_type = "Hunt Inc" //Sawn guns lose their frames - gun_parts = list(/obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/part/gun/barrel/srifle = 1) + gun_parts = list(/obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/stack/material/plasteel = 2) /obj/item/part/gun/frame/roe diff --git a/code/modules/projectiles/guns/projectile/boltgun/scout.dm b/code/modules/projectiles/guns/projectile/boltgun/scout.dm index 56fbdfb7323..6ae83cd3cb3 100644 --- a/code/modules/projectiles/guns/projectile/boltgun/scout.dm +++ b/code/modules/projectiles/guns/projectile/boltgun/scout.dm @@ -51,5 +51,5 @@ saw_off = FALSE slowdown_hold = FALSE serial_type = "H&S" - gun_parts = list(/obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/part/gun/barrel/hrifle = 1) + gun_parts = list(/obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/boltgun = 1, /obj/item/stack/material/plasteel = 2) diff --git a/code/modules/projectiles/guns/projectile/revolver/sixshot.dm b/code/modules/projectiles/guns/projectile/revolver/sixshot.dm index 20caf46f40a..e87a6483ead 100644 --- a/code/modules/projectiles/guns/projectile/revolver/sixshot.dm +++ b/code/modules/projectiles/guns/projectile/revolver/sixshot.dm @@ -71,5 +71,5 @@ wield_delay = 0.8 SECOND wield_delay_factor = 0.6 // 60 vig - gun_parts = list( /obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/revolver = 1, /obj/item/part/gun/barrel/shotgun = 1) + gun_parts = list( /obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/revolver = 1, /obj/item/stack/material/plasteel = 2) diff --git a/code/modules/projectiles/guns/projectile/shotgun/combatsg.dm b/code/modules/projectiles/guns/projectile/shotgun/combatsg.dm index 6ac5ac6c13e..f3845b9efad 100644 --- a/code/modules/projectiles/guns/projectile/shotgun/combatsg.dm +++ b/code/modules/projectiles/guns/projectile/shotgun/combatsg.dm @@ -38,6 +38,7 @@ desc = "Designed for close encounters, the Regulator is widely regarded as a weapon of choice for protecting against boarders. \ Without its stock, it's much more compact, but much harder to use. Can hold up to 6+1 20mm shells in its tube magazine." icon = 'icons/obj/guns/projectile/sawnoff/cshotgun.dmi' + gun_parts = list(/obj/item/part/gun/frame/regulator = 1, /obj/item/stack/material/plastic = 1, /obj/item/part/gun/mechanism/shotgun = 1, /obj/item/stack/material/plasteel = 2) icon_state = "short" item_state = "short" w_class = ITEM_SIZE_BULKY diff --git a/code/modules/projectiles/guns/projectile/shotgun/doublebarrel.dm b/code/modules/projectiles/guns/projectile/shotgun/doublebarrel.dm index f4028f21fc7..d212f0f0bc9 100644 --- a/code/modules/projectiles/guns/projectile/shotgun/doublebarrel.dm +++ b/code/modules/projectiles/guns/projectile/shotgun/doublebarrel.dm @@ -106,6 +106,7 @@ icon = 'icons/obj/guns/projectile/sawnoff/sawnshotgun.dmi' icon_state = "sawnshotgun" item_state = "sawnshotgun" + gun_parts = list(/obj/item/part/gun/frame/doublebarrel = 1, /obj/item/stack/material/wood = 2, /obj/item/part/gun/mechanism/shotgun = 1, /obj/item/stack/material/plasteel = 2) slot_flags = SLOT_BELT|SLOT_HOLSTER can_dual = TRUE caliber = CAL_SHOTGUN diff --git a/code/modules/projectiles/guns/projectile/shotgun/pump.dm b/code/modules/projectiles/guns/projectile/shotgun/pump.dm index 4995589daed..d9089b28633 100644 --- a/code/modules/projectiles/guns/projectile/shotgun/pump.dm +++ b/code/modules/projectiles/guns/projectile/shotgun/pump.dm @@ -79,7 +79,7 @@ init_recoil = RIFLE_RECOIL(1.2) saw_off = TRUE sawn = /obj/item/gun/projectile/shotgun/pump/obrez - + gun_parts = list(/obj/item/part/gun/frame/grizzly = 1, /obj/item/part/gun/grip/wood = 1, /obj/item/part/gun/mechanism/shotgun = 1, /obj/item/stack/material/plasteel = 2) wield_delay = 0.4 SECOND wield_delay_factor = 0.3 // 30 vig @@ -99,6 +99,6 @@ penetration_multiplier = 0.8 init_recoil = RIFLE_RECOIL(1.3) saw_off = FALSE - + gun_parts = list(/obj/item/part/gun/frame/grizzly = 1, /obj/item/stack/material/wood = 2, /obj/item/part/gun/mechanism/shotgun = 1, /obj/item/stack/material/plasteel = 2) wield_delay = 0.2 SECOND wield_delay_factor = 0.2 // 20 vig diff --git a/code/modules/psionics/psionic_items/psi_weptools.dm b/code/modules/psionics/psionic_items/psi_weptools.dm index aee6f2631c0..f7e2f2717b1 100644 --- a/code/modules/psionics/psionic_items/psi_weptools.dm +++ b/code/modules/psionics/psionic_items/psi_weptools.dm @@ -143,6 +143,7 @@ icon = 'icons/obj/psionic/occgun.dmi' icon_state = "eclipse" origin_tech = list() + psigun = 1 matter = list() price_tag = 0 damage_multiplier = 0.9 @@ -153,6 +154,7 @@ /obj/item/gun/projectile/automatic/sts/rifle/cult/deepmaints name = "\"Aster\" psi-rifle" desc = "A rather perfect copy of an STS-30 made form either pure willpower or a desperate need for survival." + psigun = 1 damage_multiplier = 1 penetration_multiplier = 1 @@ -162,6 +164,7 @@ Was it a joke, an insult, or a yearning for something lost? Whatever the case, this weapon is slightly less deadly than the one it mocks." icon = 'icons/obj/psionic/occvalk.dmi' icon_state = "moonrise" + psigun = 1 origin_tech = list() matter = list() damage_multiplier = 0.9 @@ -172,6 +175,7 @@ /obj/item/gun/energy/laser/cult/deepmaints name = "\"Moonset\" psi-laser rifle" desc = "A perfected copy of the Lightfall laser rifle at first glance, this empty husk of a weapon is willed into reality to fire condensed projectiles of sheer willpower from the psyche of its mindsmith, rather than relying on any internal components to do it for them." + psigun = 1 damage_multiplier = 1 penetration_multiplier = 1 projectile_color = "#BF40BF" @@ -182,6 +186,7 @@ outside the Soteria or Church. Perhaps its popularity is what imprinted it in the memory of the psion that made it?" icon = 'icons/obj/psionic/occcassad.dmi' icon_state = "manumission" + psigun = 1 origin_tech = list() matter = list() price_tag = 0 @@ -199,6 +204,7 @@ name = "\"Blue Moon\" psi-plasma rifle" desc = "A Cassad-sytle plasma rifle ready to take on any battle, this one crafted out of base violent thought alone has more unique ways of holding a cell's charge known only to the person that had thought of it." charge_cost = 120 + psigun = 1 damage_multiplier = 1.1 penetration_multiplier = 1.1 @@ -208,6 +214,7 @@ yet this copy isn't anywhere near what machine lathes can produce. Is it a cheap imitation? A copy of what yearned to be greater? Perhaps it is but flattery." icon = 'icons/obj/guns/energy/psi_brigador.dmi' icon_state = "brigador" + psigun = 1 origin_tech = list() matter = list() price_tag = 0 @@ -221,6 +228,7 @@ desc = "An energy-styled handgun willed into reality from the mind of someone looking to improve just about everything about it. Whether they meant to or not, they made a perfected copy of the SI Auretian." icon = 'icons/obj/guns/energy/psi_brigador.dmi' icon_state = "brigador" + psigun = 1 origin_tech = list() matter = list() price_tag = 0 @@ -232,6 +240,7 @@ name = "\"Super Nova\" psi-submachine gun" desc = "A ballistic weapon forged from the mind of a psion who shaped an oddity into a weapon. One wonders how and why this weapon came to be. Perhaps that is the point?" icon = 'icons/obj/guns/projectile/greasegun_psi.dmi' + psigun = 1 origin_tech = list() matter = list() price_tag = 0 @@ -243,6 +252,7 @@ name = "\"Star Pepper\" psi-submachine gun" desc = "A grease-gun mind-copy willed into reality with the concept of spraying and praying to hope kill whatever threat happens to be around you. In a sense, a reloadable Slaught-o-Matic conjured out of one's mind." icon = 'icons/obj/guns/projectile/greasegun_psi.dmi' + psigun = 1 damage_multiplier = 1 penetration_multiplier = 1.2 diff --git a/sojourn-station.dme b/sojourn-station.dme index 1fa971d72e2..d3ef4d7b5e7 100644 --- a/sojourn-station.dme +++ b/sojourn-station.dme @@ -346,6 +346,7 @@ #include "code\datums\craft\recipes\airlocks.dm" #include "code\datums\craft\recipes\alchemy.dm" #include "code\datums\craft\recipes\appliances.dm" +#include "code\datums\craft\recipes\armor.dm" #include "code\datums\craft\recipes\clothing.dm" #include "code\datums\craft\recipes\floor.dm" #include "code\datums\craft\recipes\furniture.dm" @@ -355,7 +356,6 @@ #include "code\datums\craft\recipes\machinery.dm" #include "code\datums\craft\recipes\medical.dm" #include "code\datums\craft\recipes\misc.dm" -#include "code\datums\craft\recipes\repairs.dm" #include "code\datums\craft\recipes\robot.dm" #include "code\datums\craft\recipes\soteria.dm" #include "code\datums\craft\recipes\storage.dm"