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## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
740 lines
28 KiB
Plaintext
740 lines
28 KiB
Plaintext
///Has no special properties.
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/datum/material/iron
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name = "iron"
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desc = "Common iron ore often found in sedimentary and igneous layers of the crust."
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color = "#B6BEC2"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/iron
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ore_type = /obj/item/stack/ore/iron
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value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
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mat_rust_resistance = RUST_RESISTANCE_BASIC
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mineral_rarity = MATERIAL_RARITY_COMMON
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points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
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minimum_value_override = 0
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_COMMON
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/datum/material/iron/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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return TRUE
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///Breaks extremely easily but is transparent.
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/datum/material/glass
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name = "glass"
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desc = "Glass forged by melting sand."
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color = "#6292AF"
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alpha = 150
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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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integrity_modifier = 0.1
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sheet_type = /obj/item/stack/sheet/glass
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ore_type = /obj/item/stack/ore/glass/basalt
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shard_type = /obj/item/shard
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debris_type = /obj/effect/decal/cleanable/glass
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value_per_unit = 5 / SHEET_MATERIAL_AMOUNT
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minimum_value_override = 0
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_COMMON
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beauty_modifier = 0.05
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armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, ENERGY = 1, BIO = 0.2, FIRE = 1, ACID = 0.2)
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mineral_rarity = MATERIAL_RARITY_COMMON
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points_per_unit = 1 / SHEET_MATERIAL_AMOUNT
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texture_layer_icon_state = "shine"
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/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
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return TRUE
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/datum/material/glass/on_main_applied(atom/source, mat_amount, multiplier)
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. = ..()
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if(isobj(source) && !isstack(source))
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source.AddElement(/datum/element/can_shatter, shard_type, round(mat_amount / SHEET_MATERIAL_AMOUNT * multiplier), SFX_SHATTER)
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/datum/material/glass/on_main_removed(atom/source, mat_amount, multiplier)
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. = ..()
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if(isobj(source) && !isstack(source))
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source.RemoveElement(/datum/element/can_shatter, shard_type, round(mat_amount / SHEET_MATERIAL_AMOUNT * multiplier), SFX_SHATTER)
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/*
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Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
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Unless you know what you're doing, only use the first three numbers. They're in RGB order.
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*/
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///Has no special properties. Could be good against vampires in the future perhaps.
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/datum/material/silver
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name = "silver"
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desc = "Silver"
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color = "#B5BCBB"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/silver
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ore_type = /obj/item/stack/ore/silver
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value_per_unit = 50 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_UNCOMMON
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beauty_modifier = 0.075
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mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
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points_per_unit = 16 / SHEET_MATERIAL_AMOUNT
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texture_layer_icon_state = "shine"
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/datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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return TRUE
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///Slight force increase
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/datum/material/gold
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name = "gold"
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desc = "Gold"
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color = "#E6BB45"
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strength_modifier = 1.2
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/gold
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ore_type = /obj/item/stack/ore/gold
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value_per_unit = 125 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_RARE
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beauty_modifier = 0.15
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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)
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mineral_rarity = MATERIAL_RARITY_PRECIOUS
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points_per_unit = 18 / SHEET_MATERIAL_AMOUNT
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texture_layer_icon_state = "shine"
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/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
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return TRUE
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///Has no special properties
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/datum/material/diamond
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name = "diamond"
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desc = "Highly pressurized carbon"
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color = "#C9D8F2"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/diamond
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ore_type = /obj/item/stack/ore/diamond
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alpha = 132
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starlight_color = COLOR_BLUE_LIGHT
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value_per_unit = 500 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
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beauty_modifier = 0.3
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armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, FIRE = 1, ACID = 1)
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mineral_rarity = MATERIAL_RARITY_RARE
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points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
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/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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return TRUE
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///Is slightly radioactive
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/datum/material/uranium
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name = "uranium"
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desc = "Uranium"
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color = "#2C992C"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/uranium
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ore_type = /obj/item/stack/ore/uranium
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value_per_unit = 100 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_RARE
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beauty_modifier = 0.3 //It shines so beautiful
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, FIRE = 1, ACID = 1)
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mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
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points_per_unit = 30 / SHEET_MATERIAL_AMOUNT
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/datum/material/uranium/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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// Uranium structures should irradiate, but not items, because item irradiation is a lot more annoying.
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// For example, consider picking up uranium as a miner.
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if (isitem(source))
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return
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source.AddElement(/datum/element/radioactive, chance = URANIUM_IRRADIATION_CHANCE * multiplier)
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/datum/material/uranium/on_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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source.RemoveElement(/datum/element/radioactive, chance = URANIUM_IRRADIATION_CHANCE * multiplier)
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/datum/material/uranium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/uranium, rand(4, 6))
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source_item?.reagents?.add_reagent(/datum/reagent/uranium, source_item.reagents.total_volume*(2/5))
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return TRUE
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///Adds firestacks on hit (Still needs support to turn into gas on destruction)
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/datum/material/plasma
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name = "plasma"
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desc = "Isn't plasma a state of matter? Oh whatever."
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color = "#BA3692"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/plasma
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ore_type = /obj/item/stack/ore/plasma
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value_per_unit = 200 / SHEET_MATERIAL_AMOUNT
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beauty_modifier = 0.15
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armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, ENERGY = 1.2, BIO = 1.2, ACID = 0.5)
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mineral_rarity = MATERIAL_RARITY_PRECIOUS
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points_per_unit = 15 / SHEET_MATERIAL_AMOUNT
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/datum/material/plasma/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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if(ismovable(source))
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source.AddElement(/datum/element/firestacker, 1 * multiplier)
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source.AddComponent(/datum/component/combustible_flooder, "plasma", mat_amount * 0.05 * multiplier) //Empty temp arg, fully dependent on whatever ignited it.
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/datum/material/plasma/on_removed(atom/source, mat_amount, multiplier)
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. = ..()
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source.RemoveElement(/datum/element/firestacker, mat_amount = 1 * multiplier)
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qdel(source.GetComponent(/datum/component/combustible_flooder))
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qdel(source.GetComponent(/datum/component/explodable))
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/datum/material/plasma/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/toxin/plasma, rand(6, 8))
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source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(2/5))
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return TRUE
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///Can cause bluespace effects on use. (Teleportation) (Not yet implemented)
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/datum/material/bluespace
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name = "bluespace crystal"
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desc = "Crystals with bluespace properties"
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color = "#2E50B7"
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alpha = 200
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starlight_color = COLOR_BLUE
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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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beauty_modifier = 0.5
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sheet_type = /obj/item/stack/sheet/bluespace_crystal
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ore_type = /obj/item/stack/ore/bluespace_crystal
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value_per_unit = 300 / SHEET_MATERIAL_AMOUNT
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mineral_rarity = MATERIAL_RARITY_RARE
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points_per_unit = 50 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC
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texture_layer_icon_state = "shine"
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/datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8))
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source_item?.reagents?.add_reagent(/datum/reagent/bluespace, source_item.reagents.total_volume*(2/5))
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return TRUE
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///Honks and slips
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/datum/material/bananium
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name = "bananium"
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desc = "Material with hilarious properties"
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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
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greyscale_color = "#FFF269"
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/bananium
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ore_type = /obj/item/stack/ore/bananium
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value_per_unit = 1000 / SHEET_MATERIAL_AMOUNT
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beauty_modifier = 0.5
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armor_modifiers = list(BOMB = 100, FIRE = 10) //Clowns cant be blown away.
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mineral_rarity = MATERIAL_RARITY_UNDISCOVERED
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points_per_unit = 60 / SHEET_MATERIAL_AMOUNT
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/datum/material/bananium/on_applied(atom/source, mat_amount, multiplier)
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. = ..()
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source.LoadComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50 * multiplier, falloff_exponent = 20)
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source.AddComponent(/datum/component/slippery, min(mat_amount / 10 * multiplier, 80 * multiplier))
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/datum/material/bananium/on_removed(atom/source, mat_amount, multiplier)
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. = ..()
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qdel(source.GetComponent(/datum/component/slippery))
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qdel(source.GetComponent(/datum/component/squeak))
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/datum/material/bananium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.reagents.add_reagent(/datum/reagent/consumable/banana, rand(8, 12))
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source_item?.reagents?.add_reagent(/datum/reagent/consumable/banana, source_item.reagents.total_volume*(2/5))
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return TRUE
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///Mediocre force increase
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/datum/material/titanium
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name = "titanium"
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desc = "Titanium"
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color = "#EFEFEF"
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strength_modifier = 1.3
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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/mineral/titanium
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ore_type = /obj/item/stack/ore/titanium
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value_per_unit = 125 / SHEET_MATERIAL_AMOUNT
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tradable = TRUE
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tradable_base_quantity = MATERIAL_QUANTITY_UNCOMMON
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beauty_modifier = 0.05
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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)
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mat_rust_resistance = RUST_RESISTANCE_TITANIUM
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mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS
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texture_layer_icon_state = "shine"
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/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
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return TRUE
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/datum/material/runite
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name = "runite"
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desc = "Runite"
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color = "#526F77"
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strength_modifier = 1.3
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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/mineral/runite
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value_per_unit = 600 / SHEET_MATERIAL_AMOUNT
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beauty_modifier = 0.5
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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.
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mineral_rarity = MATERIAL_RARITY_UNDISCOVERED
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points_per_unit = 100 / SHEET_MATERIAL_AMOUNT
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/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)
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victim.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
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return TRUE
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///Force decrease
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/datum/material/plastic
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name = "plastic"
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desc = "Plastic"
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color = "#BFB9AC"
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strength_modifier = 0.85
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sheet_type = /obj/item/stack/sheet/plastic
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ore_type = /obj/item/stack/ore/slag //No plastic or coal ore, so we use slag.
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categories = list(
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MAT_CATEGORY_SILO = TRUE,
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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
|
|
|
|
/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 flamable. 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"
|
|
|
|
/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)
|
|
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
|
|
|
|
/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"
|
|
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
|
|
|
|
/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)
|
|
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
|
|
|
|
/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)
|
|
|
|
/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"
|
|
categories = list(
|
|
MAT_CATEGORY_RIGID = TRUE,
|
|
MAT_CATEGORY_ITEM_MATERIAL = TRUE,
|
|
MAT_CATEGORY_ITEM_MATERIAL_COMPLEMENTARY = TRUE,
|
|
)
|
|
sheet_type = /obj/item/stack/sheet/sandblock
|
|
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"
|
|
|
|
/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"
|
|
|
|
/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
|
|
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"
|
|
|
|
/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"
|
|
|
|
/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 = "#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
|
|
|
|
/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
|
|
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"
|
|
|
|
/datum/material/paper/on_main_applied(atom/source, mat_amount, multiplier)
|
|
. = ..()
|
|
if(isobj(source) && source.material_flags & MATERIAL_AFFECT_STATISTICS)
|
|
var/obj/paper = source
|
|
paper.resistance_flags |= FLAMMABLE
|
|
paper.obj_flags |= UNIQUE_RENAME
|
|
|
|
/datum/material/paper/on_main_removed(atom/source, mat_amount, multiplier)
|
|
if(isobj(source) && source.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"
|
|
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
|
|
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
|
|
|
|
/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
|
|
|
|
/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
|
|
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"
|
|
|
|
/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
|
|
|
|
/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)
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source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*5)
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return TRUE
|