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[MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158) * Defines damage flags. (Hopefully without 50+ commits) Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
This commit is contained in:
co-authored by
TemporalOroboros
parent
a6c3cbb8e3
commit
3bd294f26f
@@ -23,7 +23,7 @@ Simple datum which is instanced once per type and is used for every object of sa
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///This is the amount of value per 1 unit of the material
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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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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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///Can be used to override the sound items make, lets add some SLOSHing.
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@@ -23,7 +23,7 @@
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shard_type = /obj/item/shard
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value_per_unit = 0.0025
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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)
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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)
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/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
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@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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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/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -74,7 +74,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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alpha = 132
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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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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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/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -89,7 +89,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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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. = ..()
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@@ -114,7 +114,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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shard_type = /obj/item/shard/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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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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. = ..()
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@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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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. = ..()
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@@ -184,7 +184,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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/titanium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -199,7 +199,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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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/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
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@@ -215,7 +215,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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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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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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/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.adjust_disgust(17)
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@@ -238,7 +238,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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value_per_unit = 0.01
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beauty_modifier = 0.1
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
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/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
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. = ..()
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@@ -271,7 +271,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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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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/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
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@@ -286,7 +286,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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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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strength_modifier = 1.2
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.5, "energy" = 1.5, "bomb" = 1.5, "bio" = 1.5, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.5
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/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
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@@ -341,7 +341,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.35
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beauty_modifier = 0.35
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strength_modifier = 1.2
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armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 0.7, "bio" = 1, "rad" = 1, "fire" = 1.3, "acid" = 1)
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
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/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
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M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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@@ -357,7 +357,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.001
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strength_modifier = 0.5
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integrity_modifier = 0.1
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.25
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/sandstone
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "brick"
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@@ -386,7 +386,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/snow
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -402,7 +402,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/runed_metal
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.15
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texture_layer_icon_state = "runed"
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@@ -418,7 +418,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/tile/bronze
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value_per_unit = 0.025
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armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.2
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/datum/material/paper
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@@ -428,7 +428,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/paperframes
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "paper"
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@@ -453,7 +453,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/cardboard
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value_per_unit = 0.003
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
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beauty_modifier = -0.1
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/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
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@@ -476,7 +476,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/bone
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value_per_unit = 0.05
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armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.2
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/datum/material/bamboo
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@@ -486,7 +486,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bamboo
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
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beauty_modifier = 0.2
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "bamboo"
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@@ -8,7 +8,7 @@
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value_per_unit = 0.05
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beauty_modifier = -0.3
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strength_modifier = 0.7
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armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
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armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
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item_sound_override = 'sound/effects/meatslap.ogg'
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turf_sound_override = FOOTSTEP_MEAT
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texture_layer_icon_state = "meat"
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@@ -7,7 +7,7 @@
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value_per_unit = 0.05
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beauty_modifier = 0.1
|
||||
strength_modifier = 0.7
|
||||
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
|
||||
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
|
||||
item_sound_override = 'sound/effects/meatslap.ogg'
|
||||
turf_sound_override = FOOTSTEP_MEAT
|
||||
texture_layer_icon_state = "pizza"
|
||||
|
||||
Reference in New Issue
Block a user