///Has no special properties. /datum/material/iron name = "iron" desc = "Common iron ore often found in sedimentary and igneous layers of the crust." color = "#878687" greyscale_colors = "#878687" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/iron value_per_unit = 0.0025 /datum/material/iron/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) return TRUE ///Breaks extremely easily but is transparent. /datum/material/glass name = "glass" desc = "Glass forged by melting sand." color = "#88cdf1" greyscale_colors = "#88cdf1" alpha = 150 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) integrity_modifier = 0.1 sheet_type = /obj/item/stack/sheet/glass shard_type = /obj/item/shard value_per_unit = 0.0025 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) /datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch return TRUE /* Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel. Unless you know what you're doing, only use the first three numbers. They're in RGB order. */ ///Has no special properties. Could be good against vampires in the future perhaps. /datum/material/silver name = "silver" desc = "Silver" 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) greyscale_colors = "#e3f1f8" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/silver value_per_unit = 0.025 beauty_modifier = 0.075 /datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) return TRUE ///Slight force increase /datum/material/gold name = "gold" desc = "Gold" 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 greyscale_colors = "#dbdd4c" strength_modifier = 1.2 categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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) /datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) return TRUE ///Has no special properties /datum/material/diamond name = "diamond" desc = "Highly pressurized carbon" 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) greyscale_colors = "#71c8f7" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/diamond alpha = 132 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) /datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7) return TRUE ///Is slightly radioactive /datum/material/uranium name = "uranium" desc = "Uranium" color = rgb(48, 237, 26) greyscale_colors = rgb(48, 237, 26) categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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) . = ..() source.AddComponent(/datum/component/radioactive, amount / 50, source, 0) //half-life of 0 because we keep on going. amount / 50 means 40 radiation per sheet. /datum/material/uranium/on_removed(atom/source, amount, material_flags) . = ..() qdel(source.GetComponent(/datum/component/radioactive)) /datum/material/uranium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/uranium, rand(4, 6)) source_item?.reagents?.add_reagent(/datum/reagent/uranium, source_item.reagents.total_volume*(2/5)) return TRUE ///Adds firestacks on hit (Still needs support to turn into gas on destruction) /datum/material/plasma name = "plasma" desc = "Isn't plasma a state of matter? Oh whatever." 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) greyscale_colors = "#c162ec" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/plasma shard_type = /obj/item/shard/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) . = ..() if(ismovable(source)) source.AddElement(/datum/element/firestacker, amount=1) source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, 0, amount / 1250) /datum/material/plasma/on_removed(atom/source, amount, material_flags) . = ..() source.RemoveElement(/datum/element/firestacker, amount=1) qdel(source.GetComponent(/datum/component/explodable)) /datum/material/plasma/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(6, 8)) source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(2/5)) return TRUE ///Can cause bluespace effects on use. (Teleportation) (Not yet implemented) /datum/material/bluespace name = "bluespace crystal" desc = "Crystals with bluespace properties" 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) greyscale_colors = "#4e7dff" alpha = 200 categories = list(MAT_CATEGORY_ORE = TRUE) beauty_modifier = 0.5 sheet_type = /obj/item/stack/sheet/bluespace_crystal value_per_unit = 0.15 /datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8)) source_item?.reagents?.add_reagent(/datum/reagent/bluespace, source_item.reagents.total_volume*(2/5)) return TRUE ///Honks and slips /datum/material/bananium name = "bananium" desc = "Material with hilarious properties" 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 greyscale_colors = "#ffff00" categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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) . = ..() source.LoadComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50, falloff_exponent = 20) source.AddComponent(/datum/component/slippery, min(amount / 10, 80)) /datum/material/bananium/on_removed(atom/source, amount, material_flags) . = ..() qdel(source.GetComponent(/datum/component/slippery)) qdel(source.GetComponent(/datum/component/squeak)) /datum/material/bananium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/consumable/banana, rand(8, 12)) source_item?.reagents?.add_reagent(/datum/reagent/consumable/banana, source_item.reagents.total_volume*(2/5)) return TRUE ///Mediocre force increase /datum/material/titanium name = "titanium" desc = "Titanium" color = "#b3c0c7" greyscale_colors = "#b3c0c7" strength_modifier = 1.3 categories = list(MAT_CATEGORY_ORE = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7) return TRUE /datum/material/runite name = "runite" desc = "Runite" color = "#3F9995" greyscale_colors = "#3F9995" strength_modifier = 1.3 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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. /datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10) return TRUE ///Force decrease /datum/material/plastic name = "plastic" desc = "Plastic" color = "#caccd9" greyscale_colors = "#caccd9" strength_modifier = 0.85 sheet_type = /obj/item/stack/sheet/plastic categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) 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) /datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/eater, obj/item/food) eater.reagents.add_reagent(/datum/reagent/plastic_polymers, rand(6, 8)) food?.reagents?.add_reagent(/datum/reagent/plastic_polymers, food.reagents.total_volume*(2/5)) return TRUE ///Force decrease and mushy sound effect. (Not yet implemented) /datum/material/biomass name = "biomass" desc = "Organic matter" color = "#735b4d" greyscale_colors = "#735b4d" strength_modifier = 0.8 value_per_unit = 0.025 /datum/material/wood name = "wood" desc = "Flexible, durable, but flamable. Hard to come across in space." color = "#bb8e53" greyscale_colors = "#bb8e53" strength_modifier = 0.5 sheet_type = /obj/item/stack/sheet/mineral/wood categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) value_per_unit = 0.01 beauty_modifier = 0.1 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) texture_layer_icon_state = "woodgrain" /datum/material/wood/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/wooden = source wooden.resistance_flags |= FLAMMABLE /datum/material/wood/on_removed_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/wooden = source wooden.resistance_flags &= ~FLAMMABLE /datum/material/wood/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(5, BRUTE, BODY_ZONE_HEAD) victim.reagents.add_reagent(/datum/reagent/cellulose, rand(8, 12)) source_item?.reagents?.add_reagent(/datum/reagent/cellulose, source_item.reagents.total_volume*(2/5)) return TRUE ///Stronk force increase /datum/material/adamantine name = "adamantine" desc = "A powerful material made out of magic, I mean science!" color = "#6d7e8e" greyscale_colors = "#6d7e8e" 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 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) /datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10) return TRUE ///RPG Magic. /datum/material/mythril name = "mythril" desc = "How this even exists is byond me" color = "#f2d5d7" greyscale_colors = "#f2d5d7" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/mythril value_per_unit = 0.75 strength_modifier = 1.2 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) beauty_modifier = 0.5 /datum/material/mythril/on_applied_obj(atom/source, amount, material_flags) . = ..() if(istype(source, /obj/item)) source.AddComponent(/datum/component/fantasy) /datum/material/mythril/on_removed_obj(atom/source, amount, material_flags) . = ..() if(istype(source, /obj/item)) qdel(source.GetComponent(/datum/component/fantasy)) /datum/material/mythril/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10) return TRUE //formed when freon react with o2, emits a lot of plasma when heated /datum/material/hot_ice name = "hot ice" desc = "A weird kind of ice, feels warm to the touch" color = "#88cdf1" greyscale_colors = "#88cdf1" alpha = 150 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/hot_ice value_per_unit = 0.2 beauty_modifier = 0.2 /datum/material/hot_ice/on_applied(atom/source, amount, material_flags) . = ..() source.AddComponent(/datum/component/combustible_flooder, "plasma", amount*1.5, amount*0.2+300) /datum/material/hot_ice/on_removed(atom/source, amount, material_flags) qdel(source.GetComponent(/datum/component/combustible_flooder)) return ..() /datum/material/hot_ice/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(5, 6)) source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(3/5)) return TRUE /datum/material/metalhydrogen name = "Metal Hydrogen" desc = "Solid metallic hydrogen. Some say it should be impossible" color = "#f2d5d7" greyscale_colors = "#f2d5d7" alpha = 150 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/metal_hydrogen value_per_unit = 0.35 beauty_modifier = 0.35 strength_modifier = 1.2 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) /datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7) return TRUE //I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere. /datum/material/sand name = "sand" desc = "You know, it's amazing just how structurally sound sand can be." color = "#EDC9AF" greyscale_colors = "#EDC9AF" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/sandblock value_per_unit = 0.001 strength_modifier = 0.5 integrity_modifier = 0.1 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) beauty_modifier = 0.25 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" /datum/material/sand/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.adjust_disgust(17) return TRUE //And now for our lavaland dwelling friends, sand, but in stone form! Truly revolutionary. /datum/material/sandstone name = "sandstone" desc = "Bialtaakid 'ant taerif ma hdha." color = "#B77D31" greyscale_colors = "#B77D31" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/sandstone value_per_unit = 0.0025 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) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "brick" /datum/material/snow name = "snow" desc = "There's no business like snow business." color = "#FFFFFF" greyscale_colors = "#FFFFFF" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/snow value_per_unit = 0.0025 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) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" /datum/material/snow/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/water, rand(5, 10)) return TRUE /datum/material/runedmetal name = "runed metal" desc = "Mir'ntrath barhah Nar'sie." color = "#3C3434" greyscale_colors = "#3C3434" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/runed_metal value_per_unit = 0.75 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) beauty_modifier = -0.15 texture_layer_icon_state = "runed" /datum/material/runedmetal/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/fuel/unholywater, rand(8, 12)) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) return TRUE /datum/material/bronze name = "bronze" desc = "Clock Cult? Never heard of it." color = "#92661A" greyscale_colors = "#92661A" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/bronze value_per_unit = 0.025 armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = 0.2 /datum/material/paper name = "paper" desc = "Ten thousand folds of pure starchy power." color = "#E5DCD5" greyscale_colors = "#E5DCD5" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/paperframes value_per_unit = 0.0025 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) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "paper" /datum/material/paper/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/paper = source paper.resistance_flags |= FLAMMABLE paper.obj_flags |= UNIQUE_RENAME /datum/material/paper/on_removed_obj(obj/source, amount, material_flags) if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/paper = source paper.resistance_flags &= ~FLAMMABLE return ..() /datum/material/cardboard name = "cardboard" desc = "They say cardboard is used by hobos to make incredible things." color = "#5F625C" greyscale_colors = "#5F625C" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/cardboard value_per_unit = 0.003 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) beauty_modifier = -0.1 /datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags) . = ..() if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/cardboard = source cardboard.resistance_flags |= FLAMMABLE cardboard.obj_flags |= UNIQUE_RENAME /datum/material/cardboard/on_removed_obj(obj/source, amount, material_flags) if(material_flags & MATERIAL_AFFECT_STATISTICS) var/obj/cardboard = source cardboard.resistance_flags &= ~FLAMMABLE return ..() /datum/material/bone name = "bone" desc = "Man, building with this will make you the coolest caveman on the block." color = "#e3dac9" greyscale_colors = "#e3dac9" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/bone value_per_unit = 0.05 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) beauty_modifier = -0.2 /datum/material/bamboo name = "bamboo" desc = "If it's good enough for pandas, it's good enough for you." color = "#339933" greyscale_colors = "#339933" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/bamboo value_per_unit = 0.0025 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) beauty_modifier = 0.2 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "bamboo" /datum/material/zaukerite name = "zaukerite" desc = "A light absorbing crystal" color = COLOR_ALMOST_BLACK greyscale_colors = COLOR_ALMOST_BLACK categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/zaukerite value_per_unit = 0.45 armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, RAD = 1.75, FIRE = 0.1, ACID = 1) beauty_modifier = 0.001 /datum/material/zaukerite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(30, BURN, BODY_ZONE_HEAD, wound_bonus = 5) source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*5) return TRUE