Files
Bubberstation/code/datums/materials/basemats.dm
SkyratBot e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00

542 lines
22 KiB
Plaintext

///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, 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, 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, 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, FIRE = 1, ACID = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
// 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)
/datum/material/uranium/on_removed(atom/source, amount, material_flags)
. = ..()
if (isitem(source))
return
source.RemoveElement(/datum/element/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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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, 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