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## About The Pull Request <img width="578" height="377" alt="dreamseeker_Gg1rgahTpr" src="https://github.com/user-attachments/assets/051571f5-5671-40e1-ad94-1607a70f2e71" /> This proc should only work on items since that's the only thing the haunted element works on. ## Why It's Good For The Game Fixes runtime log spam ## Changelog Not player-facing
57 lines
1.9 KiB
Plaintext
57 lines
1.9 KiB
Plaintext
/datum/material/hauntium
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name = "hauntium"
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desc = "very scary!"
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color = list(460/255, 464/255, 460/255, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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greyscale_color = "#FFFFFF"
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alpha = 100
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starlight_color = COLOR_ALMOST_BLACK
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categories = list(
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MAT_CATEGORY_RIGID = TRUE,
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MAT_CATEGORY_BASE_RECIPES = TRUE,
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MAT_CATEGORY_ITEM_MATERIAL = TRUE,
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MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
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)
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sheet_type = /obj/item/stack/sheet/hauntium
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value_per_unit = 0.05
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beauty_modifier = 0.25
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//pretty good but only the undead can actually make use of these modifiers
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 1, ACID = 0.7)
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fish_weight_modifier = 1.4
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fishing_difficulty_modifier = -25 //Only the undead and the coroner can game this.
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fishing_cast_range = 2
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fishing_experience_multiplier = 1.5
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fishing_completion_speed = 1.1
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fishing_bait_speed_mult = 0.85
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fishing_gravity_mult = 0.8
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/datum/material/hauntium/on_main_applied(atom/source, mat_amount, multiplier)
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. = ..()
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if(!isitem(source))
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return
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var/obj/item/source_item = source
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source_item.make_haunted(INNATE_TRAIT, "#f8f8ff")
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if(isbodypart(source))
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var/obj/item/bodypart/bodypart = source
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if(!(bodypart::bodytype & BODYTYPE_GHOST))
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bodypart.bodytype |= BODYTYPE_GHOST
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if(isorgan(source))
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var/obj/item/organ/organ = source
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if(!(organ::organ_flags & ORGAN_GHOST))
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organ.organ_flags |= ORGAN_GHOST
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/datum/material/hauntium/on_main_removed(atom/source, mat_amount, multiplier)
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. = ..()
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if(!isitem(source))
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return
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var/obj/item/source_item = source
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source_item.remove_haunted(INNATE_TRAIT)
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if(isbodypart(source))
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var/obj/item/bodypart/bodypart = source
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if(!(bodypart::bodytype & BODYTYPE_GHOST))
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bodypart.bodytype &= ~BODYTYPE_GHOST
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if(isorgan(source))
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var/obj/item/organ/organ = source
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if(!(organ::organ_flags & ORGAN_GHOST))
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organ.organ_flags &= ~ORGAN_GHOST
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