Re-adds room beauty without the negative moodlets (#46848)

* re-add

* epic

* fix

* epic
This commit is contained in:
Qustinnus
2019-10-05 22:47:49 -04:00
committed by moo
parent dd20f0e757
commit 26a95ac867
20 changed files with 152 additions and 3 deletions
+5
View File
@@ -26,6 +26,8 @@ Simple datum which is instanced once per type and is used for every object of sa
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///How beautiful is this material per unit?
var/beauty_modifier = 0
///This proc is called when the material is added to an object.
/datum/material/proc/on_applied(atom/source, amount, material_flags)
@@ -38,6 +40,9 @@ Simple datum which is instanced once per type and is used for every object of sa
if(material_flags & MATERIAL_ADD_PREFIX)
source.name = "[name] [source.name]"
if(beauty_modifier)
addtimer(CALLBACK(source, /datum.proc/AddComponent, /datum/component/beauty, beauty_modifier * amount), 0)
if(istype(source, /obj)) //objs
on_applied_obj(source, amount, material_flags)
+15 -2
View File
@@ -18,7 +18,8 @@
categories = list(MAT_CATEGORY_RIGID = TRUE)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
value_per_unit = 0.001
beauty_modifier = 0.05
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok retard
///Has no special properties. Could be good against vampires in the future perhaps.
@@ -29,7 +30,8 @@
color = "#bdbebf"
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/silver
value_per_unit = 0.025
value_per_unit = 0.25
beauty_modifier = 0.075
///Slight force increase
/datum/material/gold
@@ -41,6 +43,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
///Has no special properties
@@ -52,6 +55,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
beauty_modifier = 0.3
armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
///Is slightly radioactive
@@ -63,6 +67,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
@@ -83,6 +88,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
@@ -103,6 +109,7 @@
desc = "Crystals with bluespace properties"
color = "#506bc7"
categories = list(MAT_CATEGORY_ORE = TRUE)
beauty_modifier = 0.5
sheet_type = /obj/item/stack/sheet/bluespace_crystal
value_per_unit = 0.15
@@ -115,6 +122,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away.
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
@@ -139,6 +147,7 @@
categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
/datum/material/runite
@@ -150,6 +159,7 @@
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 0.3
beauty_modifier = 0.5
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
///Force decrease
@@ -161,6 +171,7 @@
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
value_per_unit = 0.0125
beauty_modifier = -0.01
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
///Force decrease and mushy sound effect. (Not yet implemented)
@@ -182,6 +193,7 @@
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
///RPG Magic. (Admin only)
@@ -193,6 +205,7 @@
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
beauty_modifier = 0.5
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)