diff --git a/Resources/Prototypes/Entities/Clothing/Head/base.yml b/Resources/Prototypes/Entities/Clothing/Head/base.yml index b1555de56a..c81acedf5c 100644 --- a/Resources/Prototypes/Entities/Clothing/Head/base.yml +++ b/Resources/Prototypes/Entities/Clothing/Head/base.yml @@ -58,4 +58,6 @@ # so hardsuit helmet just have small battery inside - type: HandheldLight - type: PowerCellSlot - startingCellType: PowerCellSmallHigh + startingCellType: PowerCellHardsuitHelmet + canRemoveCell: false + showVerb: false diff --git a/Resources/Prototypes/Entities/Objects/Power/powercells.yml b/Resources/Prototypes/Entities/Objects/Power/powercells.yml index afa3e19298..bb50b1407b 100644 --- a/Resources/Prototypes/Entities/Objects/Power/powercells.yml +++ b/Resources/Prototypes/Entities/Objects/Power/powercells.yml @@ -154,6 +154,27 @@ - type: PowerCellVisualizer prefix: s_ar +- type: entity + name: hardsuit helmet power cell + description: A small cell that recharges itself intended for hardsuit helmets. + id: PowerCellHardsuitHelmet + parent: PowerCellSmallBase + components: + - type: Sprite + sprite: Objects/Power/PowerCells/power_cell_small_autorecharge.rsi + layers: + - state: s_ar + - type: PowerCell + maxCharge: 600 #lights drain 3/s but recharge of 2 makes this 1/s. Therefore 600 is 10 minutes of light. + startingCharge: 600 + autoRecharge: true + autoRechargeRate: 2 #recharge of 2 makes total drain 1w / s so max charge is 1:1 with time. Time to fully charge should be 5 minutes. Having recharge gives light an extended flicker period which gives you some warning to return to light area. + - type: Appearance + visuals: + - type: PowerCellVisualizer + prefix: s_ar + + - type: entity name: medium standard power cell description: A rechargeable standardized power cell, size M. This is the cheapest kind you can find.