diff --git a/code/__DEFINES/perks.dm b/code/__DEFINES/perks.dm index 9b1ca899315..0e34e502fec 100644 --- a/code/__DEFINES/perks.dm +++ b/code/__DEFINES/perks.dm @@ -182,6 +182,7 @@ #define PERK_NANITE_ARMOR /datum/perk/nanite_power/nanite_armor #define PERK_NANITE_AMMO /datum/perk/nanite_power/nanite_ammo #define PERK_NANITE_METAL_EATER /datum/perk/nanite_power/nanite_metal_drinker +#define PERK_NANITE_MODS /datum/perk/nanite_power/nanite_mods // Crayon Mage Perks #define PERK_ALCHEMY /datum/perk/alchemist diff --git a/code/datums/perks/nanogate.dm b/code/datums/perks/nanogate.dm index a4deded0227..b0864cfad0b 100644 --- a/code/datums/perks/nanogate.dm +++ b/code/datums/perks/nanogate.dm @@ -14,7 +14,7 @@ desc = "You configure your nanite matrix to begin aiding in your natural healing." icon_state = "naniteregeneration" gain_text = "You feel a dull ache as your nanogate releases newly configured nanites into your body." - var/regen_rate = 0.5 //This seems low but this is per human handle_chemicals_in_body meaning this is rather robust + var/regen_rate = 0.7 //This seems low but this is per human handle_chemicals_in_body meaning this is rather robust emped_message = "You feel an uncomfortable tingling numbness throughout your entire body, like a limb that has just gone to sleep." emped_end_message = "The tingling stops as your nanogate informs you that it has restored its regenerative nanites." @@ -36,6 +36,7 @@ gain_text = "You feel a dull ache as your nanogate releases newly configured nanites into your body." emped_message = "You feel your legs cramp as your nanite-augmented muscles seize." emped_end_message = "The pain in your legs fades as mobility returns to your muscles." + var/speedup = 0.3 /datum/perk/nanite_power/nanite_muscle/on_emp(nano, severity) if(severity) //Let's NOT divide by any zeroes! @@ -48,15 +49,15 @@ mesh weave shield just before a strike connects." icon_state = "naniteskinweave" gain_text = "You feel a dull ache as your nanogate releases newly configured nanites into your body." + var/max_health_adjust = 0 -/datum/perk/nanite_power/nanite_armor/assign(mob/living/L) - ..() - holder.maxHealth += 40 - holder.health += 40 +/datum/perk/nanite_power/nanite_armor/proc/adjustMaxHP() + holder.maxHealth += max_health_adjust + holder.health += max_health_adjust /datum/perk/nanite_power/nanite_armor/remove() - holder.maxHealth -= 40 - holder.health -= 40 + holder.maxHealth -= max_health_adjust + holder.health -= max_health_adjust ..() /datum/perk/nanite_power/nanite_metal_drinker @@ -72,17 +73,17 @@ passivePerk = FALSE var/chem_id = "nanites" var/chem_amount = 15 - var/anti_cheat = FALSE //Used to prevent multy stacking clicking + var/cooldown_amount = 15 MINUTES /datum/perk/nanite_power/nanite_chem/activate() ..() - if(anti_cheat) - to_chat(holder, "Something feels cold.") - return - anti_cheat = TRUE + if(world.time < cooldown_time) + to_chat(usr, SPAN_NOTICE("Your nanite reserve is still refilling, you'll need to wait longer.")) + return FALSE + cooldown_time = world.time + cooldown_amount to_chat(holder, "You feel a sudden rush as the pre-programed nanites enter your bloodstream.") holder.reagents.add_reagent(chem_id, chem_amount) - spawn(20) holder.stats.removePerk(src.type) // Delete the perk + //Unused, because this kind of nanite doesn't exist?!?! /datum/perk/nanite_power/nanite_chem/implantoids @@ -123,12 +124,12 @@ /datum/perk/nanite_power/nanite_ammo name = "Munition Fabrication" desc = "You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires \ - half an hour between uses." + up to fifteen minutes between uses." icon_state = "munitionfabrication" gain_text = "You feel a dull ache as your nanogate releases newly configured nanites into your body." active = FALSE passivePerk = FALSE - var/cooldown = 30 MINUTES + var/cooldown = 15 MINUTES var/anti_cheat = FALSE //No more spaming... /datum/perk/nanite_power/nanite_ammo/activate() @@ -163,8 +164,6 @@ /obj/item/ammo_magazine/ammobox/rifle_75_small/hv, /obj/item/ammo_magazine/ammobox/rifle_75_small/scrap, /obj/item/ammo_magazine/ammobox/laser_223/box, - //obj/item/ammo_magazine/ammobox/laser_223/box/ap, - //obj/item/ammo_magazine/ammobox/laser_223/box/lethal, /obj/item/ammo_magazine/ammobox/kurtz_50/hv, /obj/item/ammo_magazine/ammobox/kurtz_50/laser, /obj/item/ammo_magazine/ammobox/antim, //Unlike the small box holds 15 @@ -201,3 +200,86 @@ anti_cheat = FALSE return ..() + + + +/datum/perk/nanite_power/nanite_mods + name = "Modification Fabrication" + desc = "You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into tool modifications. The process is quite intensive and requires \ + an hour between uses." + icon_state = "munitionfabrication" + gain_text = "You feel a dull ache as your nanogate releases newly configured nanites into your body." + active = FALSE + passivePerk = FALSE + var/cooldown = 60 MINUTES + var/anti_cheat = FALSE //No more spaming... + +/datum/perk/nanite_power/nanite_mods/activate() + if(world.time < cooldown_time) + to_chat(usr, SPAN_NOTICE("Your nanites aren't ready to produce another modification yet.")) + return FALSE + + if(anti_cheat) + return + anti_cheat = TRUE + // Add illegal shit here + var/list/blacklisted_types = list( /obj/item/tool_upgrade/reinforcement, + /obj/item/tool_upgrade/productivity, + /obj/item/tool_upgrade/refinement, + /obj/item/tool_upgrade/augment, + /obj/item/tool_upgrade/armor, + /obj/item/tool_upgrade/augment/holding_tank, + /obj/item/tool_upgrade/augment/ai_tool, + /obj/item/tool_upgrade/augment/ai_tool_excelsior, + /obj/item/tool_upgrade/augment/repair_nano, + /obj/item/tool_upgrade/augment/randomizer, + /obj/item/tool_upgrade/augment/holy_oils, + /obj/item/tool_upgrade/augment/crusader_seal, + /obj/item/tool_upgrade/artwork_tool_mod, + /obj/item/tool_upgrade/augment/sanctifier, //Has biomatter, sadly nanites are not able to use that + /obj/item/gun_upgrade/barrel, + /obj/item/gun_upgrade/muzzle, + /obj/item/gun_upgrade/mechanism, + /obj/item/gun_upgrade/trigger, + /obj/item/gun_upgrade/magwell, + /obj/item/gun_upgrade/scope, + /obj/item/gun_upgrade/underbarrel, + /obj/item/gun_upgrade/barrel/forged, + /obj/item/gun_upgrade/barrel/bore, + /obj/item/gun_upgrade/barrel/excruciator, //Sadly has biomatter + /obj/item/gun_upgrade/mechanism/upgrade_kit, + /obj/item/gun_upgrade/mechanism/clock_block,//Brass and unknown tech + /obj/item/gun_upgrade/trigger/boom, //Illegal + /obj/item/gun_upgrade/scope/watchman, + /obj/item/gun_upgrade/mechanism/glass_widow, + /obj/item/gun_upgrade/mechanism/greyson_master_catalyst, + /obj/item/gun_upgrade/mechanism/brass_kit, + /obj/item/gun_upgrade/trigger/honker, + /obj/item/gun_upgrade/mechanism/bikehorn, + /obj/item/gun_upgrade/mechanism/faulty_trapped, + /obj/item/gun_upgrade/trigger/faulty, + /obj/item/gun_upgrade/barrel/faulty, + /obj/item/gun_upgrade/muzzle/faulty, + /obj/item/gun_upgrade/mechanism/faulty, + /obj/item/gun_upgrade/scope/faulty + ) + + var/list/choice_mods = list() + // add new paths into the format of + subtypesof(XXX) + var/list/types = subtypesof(/obj/item/tool_upgrade) + subtypesof(/obj/item/gun_upgrade) + for (var/mod in types) + if (mod in blacklisted_types) + continue + var/obj/O = mod + choice_mods[initial(O.name)] = mod + + var/obj/item/choice = input(usr, "Which modification do you want?", "Mod Choice", null) as null|anything in choice_mods + + if(choice) + to_chat(src, "You assign some of your nanites to create a modification.") + choice = choice_mods[choice] + usr.put_in_hands(new choice(get_turf(src))) + cooldown_time = world.time + cooldown + + anti_cheat = FALSE + return ..() diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index b58d767683b..27a0c93923e 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -22,7 +22,7 @@ if(stats.getPerk(PERK_NANITE_MUSCLE)) var/datum/perk/nanite_power/nanite_muscle/P = stats.getPerk(PERK_NANITE_MUSCLE) if(!P.emped) - tally -= 0.3 + tally -= P.speedup if(stats.getPerk(PERK_SCUTTLEBUG)) tally -= 0.3 if(stats.getPerk(PERK_REZ_SICKNESS)) diff --git a/code/modules/nanogate/powers/user.dm b/code/modules/nanogate/powers/user.dm index 866a4e244ca..358f5bbbb99 100644 --- a/code/modules/nanogate/powers/user.dm +++ b/code/modules/nanogate/powers/user.dm @@ -1,9 +1,9 @@ // The powers here are centered around upgrading the user. /* List of powers in this page : -- Regeneration : Give the user a perk that constantly heal himself at a very slow rate defined in the perk itself. -- Speed Booster : Give the user a perk that make him move faster, the speed increase being defined in the perk itself. -- Armor Upgrade : Give the user a perk that reduce damage, again the precise number is defined in the perk given. +- Regeneration : Give the user a perk that constantly heal himself at a very slow rate based on the amount of points spent +- Speed Booster : Give the user a perk that make him move faster, the speed increase based on the amount of points spent +- Armor Upgrade : Give the user a perk that increases max hp, again the precise number is defined in the perk given. - Chemical Injection : Allow the user to choose a type of nanite chem to inject himself, then give him a perk that will do the injection when the user want. - Tool/Gun Mods : Give the user a modification that they chose from a list. The only reusable power. - Nanite Ammo : Give the user a perk that can spawn an ammo box of a specified type every 30 minutes. Delay defined in the perk itself. @@ -12,17 +12,23 @@ List of powers in this page : // Give the user a perk that constantly heal a tiny bit of damage. /mob/living/carbon/human/proc/nanite_regen() set category = "Nanogate Powers" - set name = "Nanite Regeneration (7)" - set desc = "Spend a large portion of your nanites to restore and repair your body by enhancing your natural healing." + set name = "Nanite Regeneration" //0.1hp/tick per nanite point + set desc = "Spend a variable portion of your nanites to restore and repair your body by enhancing your natural healing." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) return - if(!stats.getPerk(PERK_NANITE_REGEN)) // Do they already have the bot? - if(organ.pay_power_cost(7)) + if(!stats.getPerk(PERK_NANITE_REGEN)) // Do they already have the perk? + var/variable_cost = input("How many points would you like to spend on nanite regeneration? (0.1hp/tick per point, max of 10)", "Assign nanites") as null|num + if((variable_cost > 10) || (variable_cost < 1)) + to_chat(src, "Invalid nanite amount!") + return + if(organ.pay_power_cost(variable_cost)) to_chat(src, "You permanently assign some of your nanites to repairing your body.") stats.addPerk(PERK_NANITE_REGEN) + var/datum/perk/nanite_power/nanite_regen/NR = stats.getPerk(PERK_NANITE_REGEN) + NR.regen_rate = variable_cost * 0.1 organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_regen) else to_chat(src, "Assigning more nanites to repairing your body wouldn't give you a boost in regeneration rate.") @@ -30,17 +36,23 @@ List of powers in this page : // Give the user a perk that make him move faster /mob/living/carbon/human/proc/nanite_muscle() set category = "Nanogate Powers" - set name = "Nanite Augment - Nanofiber Muscles (5)" - set desc = "Spend some of your nanites to create nanite muscle to allow you to move faster." + set name = "Nanofiber Muscles" //0.06speedup per nanite point + set desc = "Spend a variable amount of your nanites to create nanite muscle to allow you to move faster." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) return if(!stats.getPerk(PERK_NANITE_MUSCLE)) // Do they already have the perk? - if(organ.pay_power_cost(5)) + var/variable_cost = input("How many points would you like to spend on nanofiber musculuature? (0.06 speedup per point, max of 10)", "Assign nanites") as null|num + if((variable_cost > 10) || (variable_cost < 1)) + to_chat(src, "Invalid nanite amount!") + return + if(organ.pay_power_cost(variable_cost)) to_chat(src, "You permanently assign some of your nanites to enhancing your physical movement.") stats.addPerk(PERK_NANITE_MUSCLE) + var/datum/perk/nanite_power/nanite_muscle/NM = stats.getPerk(PERK_NANITE_MUSCLE) + NM.speedup = variable_cost * 0.06 organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_muscle) else to_chat(src, "Assigning more nanites to enhance your muscles wouldn't offer any benefit.") @@ -48,17 +60,24 @@ List of powers in this page : // Give the user a perk that reduce incoming damage /mob/living/carbon/human/proc/nanite_armor() set category = "Nanogate Powers" - set name = "Nanite Augment - Nanite Skin-Weave (3)" - set desc = "Spend some of your nanites to create nanite weave mesh to protect your body." + set name = "Nanite Skin-Weave" + set desc = "Spend a variable amount of your nanites to create subdermal nanite weave to protect your body." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) return if(!stats.getPerk(PERK_NANITE_ARMOR)) // Do they already have the perk? - if(organ.pay_power_cost(3)) + var/variable_cost = input("How many points would you like to spend on subdermal nanoweave? (10 maximum health per point, max of 5)", "Assign nanites") as null|num + if((variable_cost > 5) || (variable_cost < 1)) + to_chat(src, "Invalid nanite amount!") + return + if(organ.pay_power_cost(variable_cost)) to_chat(src, "You permanently assign some of your nanites to act as a reactive nano-weave armor, allowing you to resist physical brute damage.") stats.addPerk(PERK_NANITE_ARMOR) + var/datum/perk/nanite_power/nanite_armor/NA = stats.getPerk(PERK_NANITE_ARMOR) + NA.max_health_adjust = variable_cost * 10 + NA.adjustMaxHP() organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_armor) else to_chat(src, "Your nanites are already providing as much armor as they can.") @@ -66,8 +85,8 @@ List of powers in this page : // Allow the user to inject themselves with a chosen nanite. /mob/living/carbon/human/proc/nanite_chem() set category = "Nanogate Powers" - set name = "Nanite Augment - Nanite Refabrication (1)" - set desc = "Convert some of your nanites into more specialized nanites. Only works for biological entities." + set name = "Nanite Refabrication" + set desc = "Convert some of your nanites into more specialized nanites, which slowly accumulate over time. Only works for organics." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) @@ -88,106 +107,66 @@ List of powers in this page : "Nantidotes" = PERK_NANITE_CHEM_NANTIDOTE) var/datum/perk/nanite_power/nanite_chem/choice = choices_perk[input(src, "Which nanite chem do you want?", "Chem Choice", null) as null|anything in choices_perk] + var/variable_cost = input("How many points would you like to spend on nanochem generation? (15 minutes cooldown, decreased by 5 for every point above 1, cap of 3)", "Assign nanites") as null|num - if(choice && organ.pay_power_cost(1)) // Check if the user actually made a choice, and if they did, check if they have the points. + if(choice && organ.pay_power_cost(variable_cost)) // Check if the user actually made a choice, and if they did, check if they have the points. stats.addPerk(choice) + var/datum/perk/nanite_power/nanite_chem/NC = stats.getPerk(choice) + NC.cooldown_time = NC.cooldown_time / variable_cost to_chat(src, "You permanently convert some of your nanites into specialized variants.") organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_chem) // Give the user a tool or gun mod /mob/living/carbon/human/proc/nanite_mod() set category = "Nanogate Powers" - set name = "Nanite Augment - Modification Fabrication (1)" - set desc = "Spend some of your nanites to create a tool or gun mod." + set name = "Modification Fabricator" + set desc = "Spend some of your nanites to create a modification fabricator, which can construct tool and gun mods over a long period of time." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) return - // Add illegal shit here - var/list/blacklisted_types = list( /obj/item/tool_upgrade/reinforcement, - /obj/item/tool_upgrade/productivity, - /obj/item/tool_upgrade/refinement, - /obj/item/tool_upgrade/augment, - /obj/item/tool_upgrade/armor, - /obj/item/tool_upgrade/augment/holding_tank, - /obj/item/tool_upgrade/augment/ai_tool, - /obj/item/tool_upgrade/augment/ai_tool_excelsior, - /obj/item/tool_upgrade/augment/repair_nano, - /obj/item/tool_upgrade/augment/randomizer, - /obj/item/tool_upgrade/augment/holy_oils, - /obj/item/tool_upgrade/augment/crusader_seal, - /obj/item/tool_upgrade/artwork_tool_mod, - /obj/item/tool_upgrade/augment/sanctifier, //Has biomatter, sadly nanites are not able to use that - /obj/item/tool_upgrade/armor/melee, - /obj/item/tool_upgrade/armor/bullet, - /obj/item/tool_upgrade/armor/energy, - /obj/item/tool_upgrade/armor/bomb, - /obj/item/tool_upgrade/productivity/waxcoat, //Biomatter - /obj/item/gun_upgrade/barrel, - /obj/item/gun_upgrade/muzzle, - /obj/item/gun_upgrade/mechanism, - /obj/item/gun_upgrade/trigger, - /obj/item/gun_upgrade/magwell, - /obj/item/gun_upgrade/scope, - /obj/item/gun_upgrade/underbarrel, - /obj/item/gun_upgrade/barrel/forged, - /obj/item/gun_upgrade/barrel/bore, - /obj/item/gun_upgrade/barrel/excruciator, //Sadly has biomatter - /obj/item/gun_upgrade/mechanism/upgrade_kit, - /obj/item/gun_upgrade/mechanism/clock_block,//Brass and unknown tech - /obj/item/gun_upgrade/trigger/boom, //Illegal - /obj/item/gun_upgrade/scope/watchman, - /obj/item/gun_upgrade/mechanism/glass_widow, - /obj/item/gun_upgrade/mechanism/greyson_master_catalyst, - /obj/item/gun_upgrade/mechanism/brass_kit, - /obj/item/gun_upgrade/trigger/honker, - /obj/item/gun_upgrade/mechanism/bikehorn, - /obj/item/gun_upgrade/mechanism/faulty_trapped, - /obj/item/gun_upgrade/trigger/faulty, - /obj/item/gun_upgrade/barrel/faulty, - /obj/item/gun_upgrade/muzzle/faulty, - /obj/item/gun_upgrade/muzzle/pain_maker, - /obj/item/gun_upgrade/mechanism/faulty, - /obj/item/gun_upgrade/scope/faulty - ) - - var/list/choice_mods = list() - // add new paths into the format of + subtypesof(XXX) - var/list/types = subtypesof(/obj/item/tool_upgrade) + subtypesof(/obj/item/gun_upgrade) - for (var/mod in types) - if (mod in blacklisted_types) - continue - var/obj/O = mod - choice_mods[initial(O.name)] = mod - - var/obj/item/choice = input(src, "Which modification do you want?", "Mod Choice", null) as null|anything in choice_mods - - if(choice && organ.pay_power_cost(1)) - to_chat(src, "You permanently assign some of your nanites to create a modification.") - choice = choice_mods[choice] - put_in_hands(new choice(get_turf(src))) + if(!stats.getPerk(PERK_NANITE_MODS)) // Do they already have the perk? + var/variable_cost = input("How many points would you like to spend on a modification nanoforge? (60 minutes cooldown, decreased by 10 for every point above 2, cap of 3)", "Assign nanites") as null|num + if((variable_cost > 3) || (variable_cost < 2)) + to_chat(src, "Invalid nanite amount!") + return + if(organ.pay_power_cost(variable_cost)) + to_chat(src, "You permanently assign some of your nanites to create tool and gun mods.") + stats.addPerk(PERK_NANITE_MODS) + var/datum/perk/nanite_power/nanite_mods/NA = stats.getPerk(PERK_NANITE_MODS) + if(variable_cost == 3) + NA.cooldown = NA.cooldown - 10 MINUTES + organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_mod) + + // Give the user a perk that allow them to create an ammo box every 30 minutes /mob/living/carbon/human/proc/nanite_ammo() set category = "Nanogate Powers" - set name = "Nanite Augment - Munition Fabrication (1)" - set desc = "Spend some of your nanites to create an ammo." + set name = "Munition Fabrication" + set desc = "Spend some of your nanites to create an ammunition forge. More nanite assignment means faster recharge time." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) if(!organ) return if(!stats.getPerk(PERK_NANITE_AMMO)) // Do they already have the perk? - if(organ.pay_power_cost(1)) + var/variable_cost = input("How many points would you like to spend on an ammunition nanoforge? (15 minutes cooldown, decreased by 5 for every point above 1, cap of 3)", "Assign nanites") as null|num + if((variable_cost > 3) || (variable_cost < 1)) + to_chat(src, "Invalid nanite amount!") + return + if(organ.pay_power_cost(variable_cost)) to_chat(src, "You permanently assign some of your nanites to create ammunition boxes.") stats.addPerk(PERK_NANITE_AMMO) + var/datum/perk/nanite_power/nanite_ammo/NA = stats.getPerk(PERK_NANITE_AMMO) + NA.cooldown = NA.cooldown/variable_cost organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_ammo) // Spends points for stats /mob/living/carbon/human/proc/nanite_stats() set category = "Nanogate Powers" - set name = "Nanite Augment - Mindbanking (2)" + set name = "Nanite Augment - Mindbanking" set desc = "Spend some of your nanites to increase your knowledge." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) @@ -202,16 +181,16 @@ List of powers in this page : "Vigilance" = STAT_VIG ) - var/stat = choices_stats[input(src, "Which nanite chem do you want?", "Stats Choice", null) as null|anything in choices_stats] - - if(stat && organ.pay_power_cost(2)) + var/stat = choices_stats[input(src, "Which aspect of your knowledge would you like to enhance??", "Stats Choice", null) as null|anything in choices_stats] + var/variable_cost = input("How many points would you like to spend on [stat]? (10 per point)", "Assign nanites") as null|num + if(stat && organ.pay_power_cost(variable_cost)) to_chat(src, "You permanently assign some of your nanites to be databanks.") - stats.changeStat(stat, 5) + stats.changeStat(stat, (variable_cost * 10)) // Spends points for increased food storage /mob/living/carbon/human/proc/nanite_food_storage() set category = "Nanogate Powers" - set name = "Nanite Augment - Food Banking (1)" + set name = "Nanite Augment - Foodbanking (1)" set desc = "Spend some of your nanites to allow the storage of additional nutrition on your body." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) @@ -230,7 +209,7 @@ List of powers in this page : // Allows you to drink metals for food /mob/living/carbon/human/proc/nanite_metal_drinker() set category = "Nanogate Powers" - set name = "Nanite Augment - Metal-Eater (2)" + set name = "Nanite Augment - Metal-Eater (1)" set desc = "Spend some of your nanites to allow you to drink basic metals for nutrition. Does not nullifies any harmful effects of drinking said metal." var/obj/item/organ/internal/nanogate/organ = first_organ_by_type(/obj/item/organ/internal/nanogate) @@ -243,7 +222,7 @@ List of powers in this page : return if(!stats.getPerk(PERK_NANITE_METAL_EATER)) // Do they already have the perk? - if(organ.pay_power_cost(2)) + if(organ.pay_power_cost(1)) to_chat(src, "You permanently assign some of your nanites to break down metals in your guts for nutrition.") stats.addPerk(PERK_NANITE_METAL_EATER) organ.organ_remove_verb(/mob/living/carbon/human/proc/nanite_metal_drinker) diff --git a/code/modules/projectiles/guns/mods/mods.dm b/code/modules/projectiles/guns/mods/mods.dm index f7dd8953b4a..ef040e44600 100644 --- a/code/modules/projectiles/guns/mods/mods.dm +++ b/code/modules/projectiles/guns/mods/mods.dm @@ -716,7 +716,7 @@ /obj/item/gun_upgrade/scope/killer name = "Void Wolf \"Contract Killer\" scope" - desc = "A digital scope machine printed by void wolf reavers, often combined with gauss weaponry and thermal scanners to cause breaches to ships and dead pilots in void-based dog fights." + desc = "A digital scope machine-printed by void wolf reavers, often combined with gauss weaponry and thermal scanners to cause breaches to ships and dead pilots in void-based dog fights." icon_state = "Killer" price_tag = 60