Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑
@@ -2,8 +2,8 @@
|
||||
/datum/material/iron
|
||||
name = "iron"
|
||||
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
|
||||
color = "#878687"
|
||||
greyscale_colors = "#878687"
|
||||
color = "#B6BEC2"
|
||||
greyscale_colors = "#B6BEC2"
|
||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/iron
|
||||
ore_type = /obj/item/stack/ore/iron
|
||||
@@ -22,8 +22,8 @@
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||||
/datum/material/glass
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||||
name = "glass"
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||||
desc = "Glass forged by melting sand."
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||||
color = "#88cdf1"
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||||
greyscale_colors = "#88cdf196"
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||||
color = "#6292AF"
|
||||
greyscale_colors = "#6292AF"
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||||
alpha = 150
|
||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
integrity_modifier = 0.1
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||||
@@ -39,6 +39,7 @@
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||||
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, ENERGY = 1, BIO = 0.2, FIRE = 1, ACID = 0.2)
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||||
mineral_rarity = MATERIAL_RARITY_COMMON
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||||
points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
|
||||
texture_layer_icon_state = "shine"
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||||
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||||
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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||||
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
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||||
@@ -63,8 +64,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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||||
/datum/material/silver
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||||
name = "silver"
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||||
desc = "Silver"
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||||
color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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||||
greyscale_colors = "#e3f1f8"
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||||
color = "#B5BCBB"
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||||
greyscale_colors = "#B5BCBB"
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/silver
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||||
ore_type = /obj/item/stack/ore/silver
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||||
@@ -74,6 +75,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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||||
beauty_modifier = 0.075
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||||
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
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||||
points_per_unit = 16 / SHEET_MATERIAL_AMOUNT
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||||
texture_layer_icon_state = "shine"
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||||
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||||
/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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||||
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -83,8 +85,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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||||
/datum/material/gold
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||||
name = "gold"
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||||
desc = "Gold"
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||||
color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium
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greyscale_colors = "#dbdd4c"
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color = "#E6BB45"
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greyscale_colors = "#E6BB45"
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||||
strength_modifier = 1.2
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/gold
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||||
@@ -96,6 +98,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1)
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||||
mineral_rarity = MATERIAL_RARITY_PRECIOUS
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||||
points_per_unit = 18 / SHEET_MATERIAL_AMOUNT
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||||
texture_layer_icon_state = "shine"
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||||
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||||
/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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@@ -105,8 +108,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/diamond
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||||
name = "diamond"
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||||
desc = "Highly pressurized carbon"
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||||
color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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||||
greyscale_colors = "#71c8f784"
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||||
color = "#C9D8F2"
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||||
greyscale_colors = "#C9D8F2"
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/diamond
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||||
ore_type = /obj/item/stack/ore/diamond
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||||
@@ -128,8 +131,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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||||
/datum/material/uranium
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||||
name = "uranium"
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||||
desc = "Uranium"
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||||
color = rgb(48, 237, 26)
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||||
greyscale_colors = rgb(48, 237, 26)
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color = "#2C992C"
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||||
greyscale_colors = "#2C992C"
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/uranium
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||||
ore_type = /obj/item/stack/ore/uranium
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||||
@@ -168,8 +171,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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/datum/material/plasma
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name = "plasma"
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desc = "Isn't plasma a state of matter? Oh whatever."
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color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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greyscale_colors = "#c162ec"
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color = "#BA3692"
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greyscale_colors = "#BA3692"
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/plasma
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||||
ore_type = /obj/item/stack/ore/plasma
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||||
@@ -200,8 +203,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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/datum/material/bluespace
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||||
name = "bluespace crystal"
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||||
desc = "Crystals with bluespace properties"
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||||
color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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||||
greyscale_colors = "#4e7dffC8"
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||||
color = "#2E50B7"
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||||
greyscale_colors = "#2E50B7"
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||||
alpha = 200
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||||
starlight_color = COLOR_BLUE
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_ITEM_MATERIAL = TRUE)
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||||
@@ -213,6 +216,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
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||||
tradable = TRUE
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||||
tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
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||||
texture_layer_icon_state = "shine"
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||||
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||||
/datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8))
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@@ -223,8 +227,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
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||||
/datum/material/bananium
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||||
name = "bananium"
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||||
desc = "Material with hilarious properties"
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||||
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow
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||||
greyscale_colors = "#ffff00"
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||||
color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow //It's literally perfect I can't change it
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||||
greyscale_colors = "#FFF269"
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/bananium
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||||
ore_type = /obj/item/stack/ore/bananium
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||||
@@ -253,8 +257,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/titanium
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||||
name = "titanium"
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||||
desc = "Titanium"
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||||
color = "#b3c0c7"
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||||
greyscale_colors = "#b3c0c7"
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||||
color = "#EFEFEF"
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||||
greyscale_colors = "#EFEFEF"
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||||
strength_modifier = 1.3
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||||
categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/titanium
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||||
@@ -265,6 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
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, FIRE = 0.7, ACID = 1)
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||||
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
|
||||
texture_layer_icon_state = "shine"
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||||
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||||
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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||||
@@ -273,8 +278,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/runite
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||||
name = "runite"
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||||
desc = "Runite"
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||||
color = "#3F9995"
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||||
greyscale_colors = "#3F9995"
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||||
color = "#526F77"
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||||
greyscale_colors = "#526F77"
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||||
strength_modifier = 1.3
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||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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||||
sheet_type = /obj/item/stack/sheet/mineral/runite
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||||
@@ -292,8 +297,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/plastic
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||||
name = "plastic"
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||||
desc = "Plastic"
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||||
color = "#caccd9"
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||||
greyscale_colors = "#caccd9"
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||||
color = "#BFB9AC"
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||||
greyscale_colors = "#BFB9AC"
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||||
strength_modifier = 0.85
|
||||
sheet_type = /obj/item/stack/sheet/plastic
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||||
ore_type = /obj/item/stack/ore/slag //No plastic or coal ore, so we use slag.
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@@ -321,8 +326,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/wood
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||||
name = "wood"
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||||
desc = "Flexible, durable, but flamable. Hard to come across in space."
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||||
color = "#bb8e53"
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||||
greyscale_colors = "#bb8e53"
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||||
color = "#855932"
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||||
greyscale_colors = "#855932"
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||||
strength_modifier = 0.5
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||||
sheet_type = /obj/item/stack/sheet/mineral/wood
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||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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@@ -354,8 +359,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/adamantine
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||||
name = "adamantine"
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||||
desc = "A powerful material made out of magic, I mean science!"
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||||
color = "#6d7e8e"
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||||
greyscale_colors = "#6d7e8e"
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||||
color = "#2B7A74"
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||||
greyscale_colors = "#2B7A74"
|
||||
strength_modifier = 1.5
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/adamantine
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||||
@@ -426,11 +431,12 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(3/5))
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||||
return TRUE
|
||||
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||||
// It's basically adamantine, but it isn't!
|
||||
/datum/material/metalhydrogen
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||||
name = "Metal Hydrogen"
|
||||
desc = "Solid metallic hydrogen. Some say it should be impossible"
|
||||
color = "#f2d5d7"
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||||
greyscale_colors = "#f2d5d796"
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||||
color = "#62708A"
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||||
greyscale_colors = "#62708A"
|
||||
alpha = 150
|
||||
starlight_color = COLOR_MODERATE_BLUE
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
@@ -468,8 +474,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/sandstone
|
||||
name = "sandstone"
|
||||
desc = "Bialtaakid 'ant taerif ma hdha."
|
||||
color = "#B77D31"
|
||||
greyscale_colors = "#B77D31"
|
||||
color = "#ECD5A8"
|
||||
greyscale_colors = "#ECD5A8"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/mineral/sandstone
|
||||
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
|
||||
@@ -498,8 +504,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/runedmetal
|
||||
name = "runed metal"
|
||||
desc = "Mir'ntrath barhah Nar'sie."
|
||||
color = "#3C3434"
|
||||
greyscale_colors = "#3C3434"
|
||||
color = "#504742"
|
||||
greyscale_colors = "#504742"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/runed_metal
|
||||
value_per_unit = 1500 / SHEET_MATERIAL_AMOUNT
|
||||
@@ -515,8 +521,8 @@ Unless you know what you're doing, only use the first three numbers. They're in
|
||||
/datum/material/bronze
|
||||
name = "bronze"
|
||||
desc = "Clock Cult? Never heard of it."
|
||||
color = "#92661A"
|
||||
greyscale_colors = "#92661A"
|
||||
color = "#876223"
|
||||
greyscale_colors = "#876223"
|
||||
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
|
||||
sheet_type = /obj/item/stack/sheet/bronze
|
||||
value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
|
||||
|
||||
@@ -423,16 +423,6 @@
|
||||
armor_type = /datum/armor/knight_greyscale
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
|
||||
/datum/armor/knight_greyscale
|
||||
melee = 35
|
||||
bullet = 10
|
||||
laser = 10
|
||||
energy = 10
|
||||
bomb = 10
|
||||
bio = 10
|
||||
fire = 40
|
||||
acid = 40
|
||||
|
||||
/obj/item/clothing/head/helmet/skull
|
||||
name = "skull helmet"
|
||||
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
|
||||
|
||||
@@ -507,6 +507,16 @@
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
|
||||
armor_type = /datum/armor/knight_greyscale
|
||||
|
||||
/datum/armor/knight_greyscale
|
||||
melee = 35
|
||||
bullet = 10
|
||||
laser = 10
|
||||
energy = 10
|
||||
bomb = 10
|
||||
bio = 10
|
||||
fire = 40
|
||||
acid = 40
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/durathread
|
||||
name = "durathread vest"
|
||||
desc = "A vest made of durathread with strips of leather acting as trauma plates."
|
||||
@@ -572,7 +582,7 @@
|
||||
desc = "A superb armor made with the toughest and rarest materials available to man."
|
||||
icon_state = "h2armor"
|
||||
inhand_icon_state = null
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
|
||||
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
armor_type = /datum/armor/armor_elder_atmosian
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
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