Files
Bubberstation/code/datums/materials/basemats.dm
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00

1100 lines
41 KiB
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///Has no special properties.
/datum/material/iron
name = "iron"
desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
color = "#B6BEC2"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/iron
ore_type = /obj/item/stack/ore/iron
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
mat_rust_resistance = RUST_RESISTANCE_BASIC
mineral_rarity = MATERIAL_RARITY_COMMON
points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
minimum_value_override = 0
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_COMMON
fish_weight_modifier = 1.3
fishing_gravity_mult = 1.1
/datum/material/iron/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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 = "#6292AF"
alpha = 150
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
integrity_modifier = 0.1
sheet_type = /obj/item/stack/sheet/glass
ore_type = /obj/item/stack/ore/glass/basalt
shard_type = /obj/item/shard
debris_type = /obj/effect/decal/cleanable/glass
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
minimum_value_override = 0
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_COMMON
beauty_modifier = 0.05
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, ENERGY = 1, BIO = 0.2, FIRE = 1, ACID = 0.2)
mineral_rarity = MATERIAL_RARITY_COMMON
points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"
fish_weight_modifier = 1.2
fishing_difficulty_modifier = 5
fishing_experience_multiplier = 1.2
fishing_bait_speed_mult = 0.9
fishing_deceleration_mult = 1.2
fishing_bounciness_mult = 0.5
fishing_gravity_mult = 0.9
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
return TRUE
/datum/material/glass/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(isobj(source) && !isstack(source))
source.AddElement(/datum/element/can_shatter, shard_type, round(mat_amount / SHEET_MATERIAL_AMOUNT * multiplier), SFX_SHATTER)
/datum/material/glass/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(isobj(source) && !isstack(source))
source.RemoveElement(/datum/element/can_shatter, shard_type, round(mat_amount / SHEET_MATERIAL_AMOUNT * multiplier), SFX_SHATTER)
/*
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 = "#B5BCBB"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/silver
ore_type = /obj/item/stack/ore/silver
value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_UNCOMMON
beauty_modifier = 0.075
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
points_per_unit = 16 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"
fish_weight_modifier = 1.35
fishing_difficulty_modifier = -5
fishing_experience_multiplier = 0.85
fishing_completion_speed = 1.1
fishing_deceleration_mult = 1.1
fishing_bounciness_mult = 0.9
fishing_gravity_mult = 1.1
/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
return TRUE
///Slight force increase
/datum/material/gold
name = "gold"
desc = "Gold"
color = "#E6BB45"
strength_modifier = 1.2
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/gold
ore_type = /obj/item/stack/ore/gold
value_per_unit = 125 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_RARE
beauty_modifier = 0.15
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)
mineral_rarity = MATERIAL_RARITY_PRECIOUS
points_per_unit = 18 / SHEET_MATERIAL_AMOUNT
texture_layer_icon_state = "shine"
fish_weight_modifier = 1.5
fishing_difficulty_modifier = -8
fishing_cast_range = 1
fishing_experience_multiplier = 0.75
fishing_completion_speed = 1.2
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 1.2
fishing_bounciness_mult = 0.8
fishing_gravity_mult = 1.2
/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 = "#C9D8F2"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/diamond
ore_type = /obj/item/stack/ore/diamond
alpha = 132
starlight_color = COLOR_BLUE_LIGHT
value_per_unit = 500 / SHEET_MATERIAL_AMOUNT
strength_modifier = 1.1
integrity_modifier = 1.25
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
beauty_modifier = 0.3
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, FIRE = 1, ACID = 1)
mineral_rarity = MATERIAL_RARITY_RARE
points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 1.4
fishing_difficulty_modifier = -12
fishing_cast_range = -1
fishing_experience_multiplier = 0.7
fishing_completion_speed = 1.25
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 1.25
fishing_bounciness_mult = 0.8
fishing_gravity_mult = 1.1
/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
return TRUE
///Is slightly radioactive
/datum/material/uranium
name = "uranium"
desc = "Uranium"
color = "#2C992C"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/uranium
ore_type = /obj/item/stack/ore/uranium
value_per_unit = 100 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_RARE
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, FIRE = 1, ACID = 1)
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
points_per_unit = 30 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 2
fishing_completion_speed = 0.9
fishing_bait_speed_mult = 0.8
fishing_deceleration_mult = 1.4
fishing_bounciness_mult = 0.6
fishing_gravity_mult = 1.4
/datum/material/uranium/on_applied(atom/source, mat_amount, multiplier)
. = ..()
// Uranium structures should irradiate, but not items, because item irradiation is a lot more annoying.
// For example, consider picking up uranium as a miner.
if (isitem(source))
return
source.AddElement(/datum/element/radioactive, chance = URANIUM_IRRADIATION_CHANCE * multiplier)
/datum/material/uranium/on_removed(atom/source, mat_amount, multiplier)
. = ..()
if (isitem(source))
return
source.RemoveElement(/datum/element/radioactive, chance = URANIUM_IRRADIATION_CHANCE * multiplier)
/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 = "#BA3692"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/plasma
ore_type = /obj/item/stack/ore/plasma
value_per_unit = 200 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.15
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, ENERGY = 1.2, BIO = 1.2, ACID = 0.5)
mineral_rarity = MATERIAL_RARITY_PRECIOUS
points_per_unit = 15 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 1.3
fishing_deceleration_mult = 1.3
fishing_bounciness_mult = 0.6
/datum/material/plasma/on_applied(atom/source, mat_amount, multiplier)
. = ..()
if(ismovable(source))
source.AddElement(/datum/element/firestacker, 1 * multiplier)
source.AddComponent(/datum/component/combustible_flooder, "plasma", mat_amount * 0.05 * multiplier) //Empty temp arg, fully dependent on whatever ignited it.
if(istype(source, /obj/item/fishing_rod))
ADD_TRAIT(source, TRAIT_ROD_LAVA_USABLE, REF(src))
/datum/material/plasma/on_removed(atom/source, mat_amount, multiplier)
. = ..()
source.RemoveElement(/datum/element/firestacker, mat_amount = 1 * multiplier)
qdel(source.GetComponent(/datum/component/combustible_flooder))
qdel(source.GetComponent(/datum/component/explodable))
if(istype(source, /obj/item/fishing_rod))
ADD_TRAIT(source, TRAIT_ROD_LAVA_USABLE, REF(src))
/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 = "#2E50B7"
alpha = 200
starlight_color = COLOR_BLUE
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
beauty_modifier = 0.5
sheet_type = /obj/item/stack/sheet/bluespace_crystal
ore_type = /obj/item/stack/ore/bluespace_crystal
value_per_unit = 300 / SHEET_MATERIAL_AMOUNT
mineral_rarity = MATERIAL_RARITY_RARE
points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
texture_layer_icon_state = "shine"
fish_weight_modifier = 1.3
fishing_difficulty_modifier = -5
fishing_cast_range = 5 //space-bending scifi magic
fishing_experience_multiplier = 0.85
fishing_completion_speed = 1.1
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 0.9
fishing_bounciness_mult = 1.1
/datum/material/bluespace/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
RegisterSignal(source, COMSIG_ROD_BEGIN_FISHING, PROC_REF(on_begin_fishing))
/datum/material/bluespace/proc/on_begin_fishing(obj/item/fishing_rod/rod, datum/fishing_challenge/challenge)
SIGNAL_HANDLER
if(prob(67))
return
var/list/elegible_fish_sources = assoc_to_values(GLOB.preset_fish_sources)
for(var/datum/fish_source/source as anything in elegible_fish_sources)
if(source.fish_source_flags & FISH_SOURCE_FLAG_NO_BLUESPACE_ROD)
elegible_fish_sources -= source
var/datum/fish_source/new_source = pick(elegible_fish_sources)
challenge.register_reward_signals(new_source)
/datum/material/bluespace/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
UnregisterSignal(source, COMSIG_ROD_BEGIN_FISHING)
/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 //It's literally perfect I can't change it
greyscale_color = "#FFF269"
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/bananium
ore_type = /obj/item/stack/ore/bananium
value_per_unit = 1000 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.5
armor_modifiers = list(BOMB = 100, FIRE = 10) //Clowns cant be blown away.
mineral_rarity = MATERIAL_RARITY_UNDISCOVERED
points_per_unit = 60 / SHEET_MATERIAL_AMOUNT
fishing_difficulty_modifier = 20 //can't get a good grip on slipperiness.
fishing_cast_range = 3 //long slide
fishing_experience_multiplier = 1.6
fishing_completion_speed = 1.3
fishing_bait_speed_mult = 1.5
fishing_deceleration_mult = 0.5
fishing_bounciness_mult = 2
/datum/material/bananium/on_applied(atom/source, mat_amount, multiplier)
. = ..()
source.LoadComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50 * multiplier, falloff_exponent = 20)
source.AddComponent(/datum/component/slippery, min(mat_amount / 10 * multiplier, 80 * multiplier))
/datum/material/bananium/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
RegisterSignal(source, COMSIG_ROD_BEGIN_FISHING, PROC_REF(on_begin_fishing))
/datum/material/bananium/proc/on_begin_fishing(obj/item/fishing_rod/rod, datum/fishing_challenge/challenge)
SIGNAL_HANDLER
if(prob(40))
RegisterSignal(challenge, COMSIG_FISHING_CHALLENGE_ROLL_REWARD, PROC_REF(roll_funny_fish))
/datum/material/bananium/proc/roll_funny_fish(datum/source, obj/item/fishing_rod/rod, mob/fisherman, atom/location, list/rewards)
SIGNAL_HANDLER
var/static/list/funny_fish = list(
/obj/item/fish/clownfish = 5,
/obj/item/fish/clownfish/lube = 3,
/obj/item/fish/soul = 2,
/obj/item/fish/skin_crab = 2,
/obj/item/fish/donkfish = 2,
)
rewards += pick_weight(funny_fish)
/datum/material/bananium/on_removed(atom/source, mat_amount, multiplier)
. = ..()
qdel(source.GetComponent(/datum/component/slippery))
qdel(source.GetComponent(/datum/component/squeak))
/datum/material/bananium/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
UnregisterSignal(source, COMSIG_ROD_BEGIN_FISHING)
/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 = "#EFEFEF"
strength_modifier = 1.3
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/titanium
ore_type = /obj/item/stack/ore/titanium
value_per_unit = 125 / SHEET_MATERIAL_AMOUNT
tradable = TRUE
tradable_base_quantity = MATERIAL_QUANTITY_UNCOMMON
beauty_modifier = 0.05
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)
mat_rust_resistance = RUST_RESISTANCE_TITANIUM
mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
texture_layer_icon_state = "shine"
fish_weight_modifier = 1.2
fishing_difficulty_modifier = -5
fishing_cast_range = 1
fishing_completion_speed = 1.15
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 1.3
fishing_bounciness_mult = 0.75
fishing_gravity_mult = 1.1
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
return TRUE
/datum/material/runite
name = "runite"
desc = "Runite"
color = "#526F77"
strength_modifier = 1.3
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 600 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.5
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
mineral_rarity = MATERIAL_RARITY_UNDISCOVERED
points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 1.5
fishing_difficulty_modifier = -13
fishing_cast_range = 1
fishing_experience_multiplier = 3.2 //grind all the way to level 100 in no time.
fishing_completion_speed = 1.3
fishing_bait_speed_mult = 0.9
fishing_deceleration_mult = 1.2
fishing_gravity_mult = 1.2
/datum/material/runite/on_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
ADD_TRAIT(source, TRAIT_ROD_REMOVE_FISHING_DUD, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/runite/on_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
REMOVE_TRAIT(source, TRAIT_ROD_REMOVE_FISHING_DUD, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
return TRUE
///Force decrease
/datum/material/plastic
name = "plastic"
desc = "Plastic"
color = "#BFB9AC"
strength_modifier = 0.85
sheet_type = /obj/item/stack/sheet/plastic
ore_type = /obj/item/stack/ore/slag //No plastic or coal ore, so we use slag.
categories = list(
MAT_CATEGORY_SILO = TRUE,
MAT_CATEGORY_RIGID=TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
value_per_unit = 25 / SHEET_MATERIAL_AMOUNT
beauty_modifier = -0.01
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, FIRE = 1.1, ACID = 1)
mineral_rarity = MATERIAL_RARITY_UNDISCOVERED //Nobody's found oil on lavaland yet.
points_per_unit = 4 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 0.8
fishing_difficulty_modifier = -5
fishing_cast_range = 2
fishing_experience_multiplier = 1.2
fishing_bait_speed_mult = 1.2
fishing_deceleration_mult = 0.8
fishing_bounciness_mult = 1.3
fishing_gravity_mult = 0.85
/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"
strength_modifier = 0.8
value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
/datum/material/wood
name = "wood"
desc = "Flexible, durable, but flammable. Hard to come across in space."
color = "#855932"
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,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
value_per_unit = 20 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.1
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, ACID = 0.3)
texture_layer_icon_state = "woodgrain"
fish_weight_modifier = 0.5
fishing_difficulty_modifier = 8
fishing_cast_range = -1
fishing_experience_multiplier = 1.3
fishing_completion_speed = 0.9
fishing_bait_speed_mult = 0.8
fishing_deceleration_mult = 1.3
fishing_bounciness_mult = 0.4
fishing_gravity_mult = 0.8
/datum/material/wood/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(source.material_flags & MATERIAL_AFFECT_STATISTICS && isobj(source))
var/obj/wooden = source
wooden.resistance_flags |= FLAMMABLE
/datum/material/wood/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(source.material_flags & MATERIAL_AFFECT_STATISTICS && isobj(source))
var/obj/wooden = source
wooden.resistance_flags &= ~FLAMMABLE
/datum/material/wood/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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 = "#2B7A74"
strength_modifier = 1.5
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 500 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.4
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, FIRE = 2.5, ACID = 1)
mineral_rarity = MATERIAL_RARITY_UNDISCOVERED //Doesn't naturally spawn on lavaland.
points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 1.6
fishing_difficulty_modifier = -17
fishing_cast_range = 1
fishing_experience_multiplier = 0.6
fishing_completion_speed = 1.3
fishing_bait_speed_mult = 1.2
fishing_deceleration_mult = 1.3
fishing_bounciness_mult = 0.7
fishing_gravity_mult = 1.3
/datum/material/adamantine/on_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
ADD_TRAIT(source, TRAIT_ROD_REMOVE_FISHING_DUD, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/adamantine/on_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
REMOVE_TRAIT(source, TRAIT_ROD_REMOVE_FISHING_DUD, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 1500 / SHEET_MATERIAL_AMOUNT
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, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.5
mineral_rarity = MATERIAL_RARITY_UNDISCOVERED //Doesn't naturally spawn on lavaland.
points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
fish_weight_modifier = 1.4
fishing_difficulty_modifier = -20
fishing_cast_range = 2
fishing_experience_multiplier = 0.5
fishing_completion_speed = 1.35
fishing_bait_speed_mult = 1.2
fishing_deceleration_mult = 1.35
fishing_bounciness_mult = 0.65
fishing_gravity_mult = 1.3
/datum/material/mythril/on_applied(atom/source, mat_amount, multiplier)
. = ..()
if(isitem(source))
source.AddComponent(/datum/component/fantasy)
ADD_TRAIT(source, TRAIT_INNATELY_FANTASTICAL_ITEM, REF(src)) // DO THIS LAST OR WE WILL NEVER GET OUR BONUSES!!!
/datum/material/mythril/on_removed(atom/source, mat_amount, multiplier)
. = ..()
if(isitem(source))
REMOVE_TRAIT(source, TRAIT_INNATELY_FANTASTICAL_ITEM, REF(src)) // DO THIS FIRST OR WE WILL NEVER GET OUR BONUSES DELETED!!!
qdel(source.GetComponent(/datum/component/fantasy))
/datum/material/mythril/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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"
alpha = 150
starlight_color = COLOR_BLUE_LIGHT
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/hot_ice
value_per_unit = 400 / SHEET_MATERIAL_AMOUNT
beauty_modifier = 0.2
fish_weight_modifier = 0.9
fishing_difficulty_modifier = -8
fishing_cast_range = 1
fishing_experience_multiplier = 0.9
fishing_completion_speed = 1.4
fishing_bait_speed_mult = 1.3
fishing_deceleration_mult = 0.5
fishing_bounciness_mult = 0.3
fishing_gravity_mult = 0.8
/datum/material/hot_ice/on_applied(atom/source, mat_amount, multiplier)
. = ..()
source.AddComponent(/datum/component/combustible_flooder, "plasma", mat_amount * 1.5 * multiplier, (mat_amount * 0.2 + 300) * multiplier)
/datum/material/hot_ice/on_removed(atom/source, mat_amount, multiplier)
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
// It's basically adamantine, but it isn't!
/datum/material/metalhydrogen
name = "Metal Hydrogen"
desc = "Solid metallic hydrogen. Some say it should be impossible"
color = "#62708A"
alpha = 150
starlight_color = COLOR_MODERATE_BLUE
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/metal_hydrogen
value_per_unit = 700 / SHEET_MATERIAL_AMOUNT
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, FIRE = 1.3, ACID = 1)
fish_weight_modifier = 0.6 //It may be metallic, but it's just "denser" hydrogen at the end of the day, no?
fishing_difficulty_modifier = -13
fishing_cast_range = 4
fishing_experience_multiplier = 0.8
fishing_completion_speed = 1.4
fishing_bait_speed_mult = 1.3
fishing_deceleration_mult = 0.8
fishing_bounciness_mult = 1.7
fishing_gravity_mult = 0.7
/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
ore_type = /obj/item/stack/ore/glass
value_per_unit = 2 / SHEET_MATERIAL_AMOUNT
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, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
mat_rust_resistance = RUST_RESISTANCE_BASIC
fish_weight_modifier = 1.2
fishing_difficulty_modifier = 30 //Sand fishing rods? What the hell are you doing?
fishing_cast_range = -2
fishing_experience_multiplier = 0.2
fishing_completion_speed = 0.8
fishing_bait_speed_mult = 0.8
fishing_deceleration_mult = 2.5
fishing_bounciness_mult = 0.3
fishing_gravity_mult = 0.9
/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 = "#ECD5A8"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
mat_rust_resistance = RUST_RESISTANCE_BASIC
fish_weight_modifier = 1.2
fishing_difficulty_modifier = 25 //Sand fishing rods? What the hell are you doing?
fishing_cast_range = -2
fishing_experience_multiplier = 0.3
fishing_completion_speed = 0.9
fishing_bait_speed_mult = 0.8
fishing_deceleration_mult = 2.5
fishing_bounciness_mult = 0.2
fishing_gravity_mult = 0.9
/datum/material/snow
name = "snow"
desc = "There's no business like snow business."
color = COLOR_WHITE
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/snow
strength_modifier = 0.4
integrity_modifier = 0.4
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, FIRE = 0.25, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
mat_rust_resistance = RUST_RESISTANCE_ORGANIC
fish_weight_modifier = 0.8
fishing_difficulty_modifier = 25
fishing_cast_range = -2
fishing_experience_multiplier = 0.3
fishing_completion_speed = 0.9
fishing_bait_speed_mult = 0.75
fishing_deceleration_mult = 0.3
fishing_bounciness_mult = 0.2
fishing_gravity_mult = 0.7
/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 = "#504742"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 1500 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
fish_weight_modifier = 1.5
fishing_difficulty_modifier = -6.66
fishing_experience_multiplier = 0.666
fishing_completion_speed = 1.666
fishing_bait_speed_mult = 1.666
fishing_deceleration_mult = 1.666
fishing_bounciness_mult = 0.666
fishing_gravity_mult = 1.666
/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))
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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 = "#876223"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/bronze
value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.2
fish_weight_modifier = 1.4
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 0.8
fishing_bounciness_mult = 1.2
fishing_gravity_mult = 1.05
/datum/material/paper
name = "paper"
desc = "Ten thousand folds of pure starchy power."
color = "#E5DCD5"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
strength_modifier = 0.3
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
fish_weight_modifier = 0.4
fishing_difficulty_modifier = 40 //child's play
fishing_cast_range = -2
fishing_experience_multiplier = 0.1
fishing_bait_speed_mult = 0.7
fishing_deceleration_mult = 1.5
fishing_bounciness_mult = 0.2
fishing_gravity_mult = 0.6
/datum/material/paper/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(!isobj(source) || !(source.material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/obj/paper = source
paper.resistance_flags |= FLAMMABLE
paper.obj_flags |= UNIQUE_RENAME
if(istype(paper, /obj/item/fishing_rod))
RegisterSignal(paper, COMSIG_ROD_BEGIN_FISHING, PROC_REF(on_begin_fishing))
/datum/material/paper/proc/on_begin_fishing(obj/item/fishing_rod/rod, datum/fishing_challenge/challenge)
SIGNAL_HANDLER
if(prob(40)) //consider the default reward and it's 15%
RegisterSignal(challenge, COMSIG_FISHING_CHALLENGE_ROLL_REWARD, PROC_REF(roll_stickman))
/datum/material/paper/proc/roll_stickman(datum/source, obj/item/fishing_rod/rod, mob/fisherman, atom/location, list/rewards)
SIGNAL_HANDLER
rewards += pick(/mob/living/basic/stickman, /mob/living/basic/stickman/dog, /mob/living/basic/stickman/ranged)
/datum/material/paper/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(!isobj(source) || !(source.material_flags & MATERIAL_AFFECT_STATISTICS))
return
var/obj/paper = source
paper.resistance_flags &= ~FLAMMABLE
if(istype(paper, /obj/item/fishing_rod))
UnregisterSignal(paper, COMSIG_ROD_BEGIN_FISHING)
/datum/material/cardboard
name = "cardboard"
desc = "They say cardboard is used by hobos to make incredible things."
color = "#5F625C"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 6 / SHEET_MATERIAL_AMOUNT
strength_modifier = 0.3
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, ACID = 1.5)
beauty_modifier = -0.1
fish_weight_modifier = 0.4
fishing_difficulty_modifier = 40 //child's play
fishing_cast_range = -2
fishing_experience_multiplier = 0.1
fishing_bait_speed_mult = 0.7
fishing_deceleration_mult = 1.5
fishing_bounciness_mult = 0.2
fishing_gravity_mult = 0.6
/datum/material/cardboard/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(isobj(source) && source.material_flags & MATERIAL_AFFECT_STATISTICS)
var/obj/cardboard = source
cardboard.resistance_flags |= FLAMMABLE
cardboard.obj_flags |= UNIQUE_RENAME
/datum/material/cardboard/on_main_removed(atom/source, mat_amount, multiplier)
if(isobj(source) && source.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"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/bone
value_per_unit = 100 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.2
fish_weight_modifier = 1.05
fishing_difficulty_modifier = 15
fishing_cast_range = -2
fishing_experience_multiplier = 0.85
fishing_completion_speed = 0.9
fishing_bait_speed_mult = 0.9
fishing_deceleration_mult = 0.9
fishing_bounciness_mult = 0.8
fishing_gravity_mult = 0.85
/datum/material/bone/on_main_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
RegisterSignal(source, COMSIG_ROD_BEGIN_FISHING, PROC_REF(on_begin_fishing))
else if(istype(source, /obj/item/fish))
ADD_TRAIT(source, TRAIT_FISH_MADE_OF_BONE, REF(src))
/datum/material/bone/proc/on_begin_fishing(obj/item/fishing_rod/rod, datum/fishing_challenge/challenge)
SIGNAL_HANDLER
if(prob(40))
RegisterSignal(challenge, COMSIG_FISHING_CHALLENGE_ROLL_REWARD, PROC_REF(roll_bones))
/datum/material/bone/proc/roll_bones(datum/source, obj/item/fishing_rod/rod, mob/fisherman, atom/location, list/rewards)
SIGNAL_HANDLER
var/static/list/bones = list(
/obj/item/fish/boned = 65,
/obj/item/fish/mastodon = 8,
/mob/living/basic/skeleton = 6,
/mob/living/basic/skeleton/ice = 6,
/mob/living/basic/skeleton/templar = 6,
/obj/item/instrument/trumpet/spectral/one_doot = 3,
/obj/item/instrument/saxophone/spectral/one_doot = 3,
/obj/item/instrument/trombone/spectral/one_doot = 3,
)
rewards += pick_weight(bones)
/datum/material/bone/on_main_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
UnregisterSignal(source, COMSIG_ROD_BEGIN_FISHING)
else if(istype(source, /obj/item/fish))
REMOVE_TRAIT(source, TRAIT_FISH_MADE_OF_BONE, REF(src))
/datum/material/bamboo
name = "bamboo"
desc = "If it's good enough for pandas, it's good enough for you."
color = "#87a852"
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
strength_modifier = 0.5
value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, FIRE = 0.5, ACID = 1.5)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"
fish_weight_modifier = 0.5
fishing_difficulty_modifier = -4
fishing_cast_range = -1
fishing_experience_multiplier = 1.3
fishing_completion_speed = 1.15
fishing_bait_speed_mult = 1.1
fishing_deceleration_mult = 0.8
fishing_bounciness_mult = 0.7
fishing_gravity_mult = 0.7
/datum/material/zaukerite
name = "zaukerite"
desc = "A light absorbing crystal"
color = COLOR_ALMOST_BLACK
categories = list(
MAT_CATEGORY_RIGID = TRUE,
MAT_CATEGORY_BASE_RECIPES = TRUE,
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
)
sheet_type = /obj/item/stack/sheet/mineral/zaukerite
value_per_unit = 900 / SHEET_MATERIAL_AMOUNT
armor_modifiers = list(MELEE = 0.9, BULLET = 0.9, LASER = 1.75, ENERGY = 1.75, BOMB = 0.5, BIO = 1, FIRE = 0.1, ACID = 1)
beauty_modifier = 0.001
fish_weight_modifier = 1.2
fishing_difficulty_modifier = -14
fishing_experience_multiplier = 0.9
fishing_completion_speed = 1.3
fishing_bait_speed_mult = 1.2
fishing_deceleration_mult = 1.3
fishing_bounciness_mult = 1.1
fishing_gravity_mult = 1.3
/datum/material/zaukerite/on_applied(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
ADD_TRAIT(source, TRAIT_ROD_IGNORE_ENVIRONMENT, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/zaukerite/on_removed(atom/source, mat_amount, multiplier)
. = ..()
if(istype(source, /obj/item/fishing_rod))
REMOVE_TRAIT(source, TRAIT_ROD_IGNORE_ENVIRONMENT, REF(src)) //light-absorbing, environment-cancelling fishing rod.
/datum/material/zaukerite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
if(!HAS_TRAIT(victim, TRAIT_ROCK_EATER))
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