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## About The Pull Request Turf rusting is now based on knowledge instead of RNG; toxic damage on spells has been replaced with disgust; rust walkers are a bit easier to summon and show up early in the tree. Rust ascension spread has been massively increased and immunities while on Rust have been updated. ## Why It's Good For The Game This is a massive list of changes, but the tl:dr is Rust heretic design is pretty barebones and dated in its current state. I'm going to try my best to explain why that is and why it needs to change. ### RNG on rusting is bad **Problem** : quite a lot of turfs cannot be rusted, and reinforced turfs rusting is tied to RNG, the emergency shuttle floors are also unrustable, making an ascended heretic not threatening at all to an escaping crew. **Solution**: Heretic rusting prowess is now tied to knowledge progression; reinf wall rusting is no longer tied to RNG; the emergency shuttle is now rustable if you have accrued enough knowledge. **Explanation** : I've been adopting the code from a previous PR that sadly didn't make the light of day. Link: https://github.com/tgstation/tgstation/pull/65361 The goal is to have Heretic rusting be more consistent, so that if you ascend the shuttle is no longer a safe refuge. **Grasp Of Rust**: Basic floors and walls. **Mark Of Rust**: Reinf floors and walls (takes 3 applications of rust to fully destroy). **Toxic Blade** Titanium and Plastitanium( still takes 3 applications of rust to destroy). **Ascension**: almost everything save for admin walls, glass, and silver. ### A territorial antagonist with no tools to defend its turf **Problem**: Rust heretic is forced into a territorial playstyle, but it's heavily diminished by rusted turfs not having any negative effect on the crew whatsoever, Toxic damage on plume and blade is also kind of bad and has no synergy with the rest of the kit. Lastly, while fitting to the theme of Rust; mark detonation destroying clothes and items can end up being more harmful to the heretic, as destroying a secoff's flashbang will result in you getting stunned and killed. **Solution**: Rusted floors are no longer safe for the crew; walking over Rust will add a small buildup of disgust, silicons will receive ticking damage, Toxic damage on Rust skills has been replaced with disgust buildup and a chem purge effect to prevent the crew from cheesing the debuff with sol dry. **Explaination** "The goal behind this change is to prevent the crew to just be able to walk willy nilly into an eldritchly decayed area without repercussions, plus I feel like disgust is a fitting debuff for Rusties for a number of reasons. 1) Lore wise, your goal is to turn the entire station into a garbage dump. 2) It fits for fighting a territorial antagonist, it's not immediately threatening on its own, but if you overstay your welcome, it has dire consequences. 3) We don't really do much with disgust as a status effect, far as i know, this'll be the first iteration of it being used for an antagonist toolset. 4) It gives reason to the crew to act hostile towards the Heretic, as you are essentially making their work area inhabitable. I've also Slightly increased the healing on leeching walk and gave it some minor temperature regulation (you won't be able to outtemp space cold). ### Rust Walkers **Problem**: Rust walkers might as well not exist in their current state; they are one of the latest heretic unlocks, and the recipe for summoning one is INSANE now that you cannot decapitate mobs anymore. **Solution**: Rust walkers pop up a bit earlier in the tree; the ritual to summon them has more reasonable reagents (wires, pools of vomit, iron sheets) and they have increased health. **Explanation**: : There is not a lot to add to this. without walkers, Rust heretics are fairly slow at spreading rust, by making rust walkers have reasonable summoning reagents, we ease that problem; lastly i've slightly bumped their hp, as i felt 75 hp was a bit low. ### Underwhelming ascension **Problem**: The spread rate from the ascension is downright ATROCIOUS in its current state, i actually ran multiple tests on different maps, on Metastation it can take up to 40 minutes for the rust to spread to the entire station, considering an ascended heretic results in an immediate shuttle call, it's unecceptable in its current form. Solution: Rust spread is now a hybridization between old ascension and Wizard tranformation ritual. **Explanation**: The spread rate in its current form is painstakingly slow and has a tendency to reach one corner of the map and compound on itself, i've borrowed the code from the wizard final ritual "transformation" and gave it my own spin so that given enough time it will cover the station more or less evenly, it can now spread through all z levels. Video example: https://www.youtube.com/watch?v=jZ5zMrNM6Jw I've also updated the immunities you gain on ascension to ignore slowdown and stasis from Cryogelidia. The whole point of rust ascension is to become immune to crowd control, i've seen far too many ascended heretics die to a single bola or cryo syringe, that's pretty lame so i fixed that. Lastly, aggressive spread has had its radius reduced in exchange for the spread being consistent now; cooldown is also halved when you ascend, to better help the heretic go on the offensive.
623 lines
26 KiB
Plaintext
623 lines
26 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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greyscale_colors = "#B6BEC2"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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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greyscale_colors = "#6292AF"
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alpha = 150
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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_applied_obj(atom/source, amount, material_flags)
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. = ..()
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if(!isstack(source))
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source.AddElement(/datum/element/can_shatter, shard_type, round(amount / SHEET_MATERIAL_AMOUNT), SFX_SHATTER)
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/datum/material/glass/on_removed(atom/source, amount, material_flags)
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. = ..()
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source.RemoveElement(/datum/element/can_shatter, shard_type)
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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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greyscale_colors = "#B5BCBB"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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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greyscale_colors = "#E6BB45"
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strength_modifier = 1.2
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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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greyscale_colors = "#C9D8F2"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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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greyscale_colors = "#2C992C"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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, amount, material_flags)
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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)
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/datum/material/uranium/on_removed(atom/source, amount, material_flags)
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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)
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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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greyscale_colors = "#BA3692"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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, amount, material_flags)
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. = ..()
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if(ismovable(source))
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source.AddElement(/datum/element/firestacker, amount=1)
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source.AddComponent(/datum/component/combustible_flooder, "plasma", amount*0.05) //Empty temp arg, fully dependent on whatever ignited it.
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/datum/material/plasma/on_removed(atom/source, amount, material_flags)
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. = ..()
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source.RemoveElement(/datum/element/firestacker, amount=1)
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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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greyscale_colors = "#2E50B7"
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alpha = 200
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starlight_color = COLOR_BLUE
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_ITEM_MATERIAL = TRUE)
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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_colors = "#FFF269"
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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, amount, material_flags)
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. = ..()
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source.LoadComponent(/datum/component/squeak, list('sound/items/bikehorn.ogg'=1), 50, falloff_exponent = 20)
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source.AddComponent(/datum/component/slippery, min(amount / 10, 80))
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/datum/material/bananium/on_removed(atom/source, amount, material_flags)
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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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greyscale_colors = "#EFEFEF"
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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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greyscale_colors = "#526F77"
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strength_modifier = 1.3
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE)
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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"
|
|
desc = "Plastic"
|
|
color = "#BFB9AC"
|
|
greyscale_colors = "#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)
|
|
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"
|
|
greyscale_colors = "#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"
|
|
greyscale_colors = "#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)
|
|
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_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 = "#2B7A74"
|
|
greyscale_colors = "#2B7A74"
|
|
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 = 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"
|
|
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 = 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_obj(atom/source, amount, material_flags)
|
|
. = ..()
|
|
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_obj(atom/source, amount, material_flags)
|
|
. = ..()
|
|
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"
|
|
greyscale_colors = "#88cdf196"
|
|
alpha = 150
|
|
starlight_color = COLOR_BLUE_LIGHT
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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, 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
|
|
|
|
// 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"
|
|
greyscale_colors = "#62708A"
|
|
alpha = 150
|
|
starlight_color = COLOR_MODERATE_BLUE
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#EDC9AF"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#ECD5A8"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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
|
|
greyscale_colors = COLOR_WHITE
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#504742"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#876223"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#E5DCD5"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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_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_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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_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_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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"
|
|
greyscale_colors = "#87a852"
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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
|
|
greyscale_colors = COLOR_ALMOST_BLACK
|
|
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=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)
|
|
source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*5)
|
|
return TRUE
|