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0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
20 lines
542 B
Plaintext
20 lines
542 B
Plaintext
/obj/item/clothing/head/costume/crown
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name = "crown"
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desc = "A crown fit for a king, a petty king maybe."
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icon_state = "crown"
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armor_type = /datum/armor/costume_crown
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resistance_flags = FIRE_PROOF
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custom_materials = list(/datum/material/gold = SHEET_MATERIAL_AMOUNT * 5)
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/datum/armor/costume_crown
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melee = 15
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energy = 10
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fire = 100
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acid = 50
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wound = 5
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/obj/item/clothing/head/costume/crown/fancy
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name = "magnificent crown"
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desc = "A crown worn by only the highest emperors of the <s>land</s> space."
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icon_state = "fancycrown"
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