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Re-adds room beauty without the negative moodlets (#46848)
* re-add * epic * fix * epic
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@@ -26,6 +26,8 @@ Simple datum which is instanced once per type and is used for every object of sa
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var/value_per_unit = 0
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///Armor modifiers, multiplies an items normal armor vars by these amounts.
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var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
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///How beautiful is this material per unit?
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var/beauty_modifier = 0
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///This proc is called when the material is added to an object.
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/datum/material/proc/on_applied(atom/source, amount, material_flags)
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@@ -38,6 +40,9 @@ Simple datum which is instanced once per type and is used for every object of sa
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if(material_flags & MATERIAL_ADD_PREFIX)
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source.name = "[name] [source.name]"
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if(beauty_modifier)
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addtimer(CALLBACK(source, /datum.proc/AddComponent, /datum/component/beauty, beauty_modifier * amount), 0)
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if(istype(source, /obj)) //objs
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on_applied_obj(source, amount, material_flags)
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@@ -18,7 +18,8 @@
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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integrity_modifier = 0.1
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sheet_type = /obj/item/stack/sheet/glass
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value_per_unit = 0.0025
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value_per_unit = 0.001
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beauty_modifier = 0.05
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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
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///Has no special properties. Could be good against vampires in the future perhaps.
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@@ -29,7 +30,8 @@
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color = "#bdbebf"
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/silver
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value_per_unit = 0.025
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value_per_unit = 0.25
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beauty_modifier = 0.075
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///Slight force increase
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/datum/material/gold
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@@ -41,6 +43,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/gold
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value_per_unit = 0.0625
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beauty_modifier = 0.15
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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)
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///Has no special properties
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@@ -52,6 +55,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/diamond
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value_per_unit = 0.25
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beauty_modifier = 0.3
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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)
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///Is slightly radioactive
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@@ -63,6 +67,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/uranium
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value_per_unit = 0.05
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beauty_modifier = 0.3 //It shines so beautiful
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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)
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/datum/material/uranium/on_applied(atom/source, amount, material_flags)
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@@ -83,6 +88,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/plasma
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value_per_unit = 0.1
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beauty_modifier = 0.15
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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)
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/datum/material/plasma/on_applied(atom/source, amount, material_flags)
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@@ -103,6 +109,7 @@
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desc = "Crystals with bluespace properties"
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color = "#506bc7"
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categories = list(MAT_CATEGORY_ORE = TRUE)
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beauty_modifier = 0.5
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sheet_type = /obj/item/stack/sheet/bluespace_crystal
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value_per_unit = 0.15
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@@ -115,6 +122,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bananium
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value_per_unit = 0.5
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beauty_modifier = 0.5
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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.
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/datum/material/bananium/on_applied(atom/source, amount, material_flags)
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@@ -139,6 +147,7 @@
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categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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value_per_unit = 0.0625
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beauty_modifier = 0.05
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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)
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/datum/material/runite
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@@ -150,6 +159,7 @@
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/runite
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value_per_unit = 0.3
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beauty_modifier = 0.5
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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.
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///Force decrease
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@@ -161,6 +171,7 @@
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strength_modifier = 0.85
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sheet_type = /obj/item/stack/sheet/plastic
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value_per_unit = 0.0125
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beauty_modifier = -0.01
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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)
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///Force decrease and mushy sound effect. (Not yet implemented)
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@@ -182,6 +193,7 @@
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/adamantine
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value_per_unit = 0.25
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beauty_modifier = 0.4
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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)
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///RPG Magic. (Admin only)
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@@ -193,6 +205,7 @@
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/mythril
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value_per_unit = 0.75
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
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/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
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