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* Add Loincloths Adds leather and cloth loincloths, craftable with their namesake materials; also adds a sensor variant in the Autodrobe and Loadout. * what the fuck oh no its broken * feck changes defines to be correct, fixes female sprites borking, lets you fix your wedgie, and adds cloth crafting. basically fixes everything.
284 lines
9.5 KiB
Plaintext
284 lines
9.5 KiB
Plaintext
/obj/item/stack/sheet/animalhide
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name = "hide"
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desc = "Something went wrong."
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icon_state = "sheet-hide"
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inhand_icon_state = "sheet-hide"
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/animalhide
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/obj/item/stack/sheet/animalhide/human
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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novariants = FALSE
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merge_type = /obj/item/stack/sheet/animalhide/human
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GLOBAL_LIST_INIT(human_recipes, list( \
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new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5), \
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))
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/obj/item/stack/sheet/animalhide/human/get_main_recipes()
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. = ..()
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. += GLOB.human_recipes
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/obj/item/stack/sheet/animalhide/generic
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name = "skin"
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desc = "A piece of skin."
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singular_name = "skin piece"
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novariants = FALSE
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merge_type = /obj/item/stack/sheet/animalhide/generic
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/obj/item/stack/sheet/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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inhand_icon_state = "sheet-corgi"
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merge_type = /obj/item/stack/sheet/animalhide/corgi
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GLOBAL_LIST_INIT(gondola_recipes, list ( \
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new/datum/stack_recipe("gondola mask", /obj/item/clothing/mask/gondola, 1), \
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new/datum/stack_recipe("gondola suit", /obj/item/clothing/under/costume/gondola, 2), \
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))
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/obj/item/stack/sheet/animalhide/gondola
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name = "gondola hide"
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desc = "The extremely valuable product of gondola hunting."
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singular_name = "gondola hide piece"
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icon_state = "sheet-gondola"
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inhand_icon_state = "sheet-gondola"
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merge_type = /obj/item/stack/sheet/animalhide/gondola
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/obj/item/stack/sheet/animalhide/gondola/get_main_recipes()
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. = ..()
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. += GLOB.gondola_recipes
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GLOBAL_LIST_INIT(corgi_recipes, list ( \
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new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3), \
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))
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/obj/item/stack/sheet/animalhide/corgi/get_main_recipes()
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. = ..()
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. += GLOB.corgi_recipes
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/obj/item/stack/sheet/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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inhand_icon_state = "sheet-cat"
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merge_type = /obj/item/stack/sheet/animalhide/cat
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/obj/item/stack/sheet/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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inhand_icon_state = "sheet-monkey"
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merge_type = /obj/item/stack/sheet/animalhide/monkey
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GLOBAL_LIST_INIT(monkey_recipes, list ( \
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new/datum/stack_recipe("monkey mask", /obj/item/clothing/mask/gas/monkeymask, 1), \
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new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/monkeysuit, 2), \
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))
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/obj/item/stack/sheet/animalhide/monkey/get_main_recipes()
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. = ..()
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. += GLOB.monkey_recipes
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/obj/item/stack/sheet/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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inhand_icon_state = "sheet-lizard"
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merge_type = /obj/item/stack/sheet/animalhide/lizard
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/obj/item/stack/sheet/animalhide/xeno
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name = "alien hide"
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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inhand_icon_state = "sheet-xeno"
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merge_type = /obj/item/stack/sheet/animalhide/xeno
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GLOBAL_LIST_INIT(xeno_recipes, list ( \
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new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/xenos, 1), \
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new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/xenos, 2), \
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))
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/obj/item/stack/sheet/animalhide/xeno/get_main_recipes()
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. = ..()
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. += GLOB.xeno_recipes
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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/obj/item/stack/sheet/xenochitin
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name = "alien chitin"
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desc = "A piece of the hide of a terrible creature."
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singular_name = "alien hide piece"
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icon = 'icons/mob/alien.dmi'
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icon_state = "chitin"
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/xenochitin
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/obj/item/xenos_claw
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name = "alien claw"
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desc = "The claw of a terrible creature."
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icon = 'icons/mob/alien.dmi'
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icon_state = "claw"
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/obj/item/weed_extract
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name = "weed extract"
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desc = "A piece of slimy, purplish weed."
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icon = 'icons/mob/alien.dmi'
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icon_state = "weed_extract"
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/obj/item/stack/sheet/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of its hair, but still needs washing and tanning."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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inhand_icon_state = "sheet-hairlesshide"
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merge_type = /obj/item/stack/sheet/hairlesshide
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/obj/item/stack/sheet/wethide
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name = "wet hide"
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desc = "This hide has been cleaned but still needs to be dried."
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singular_name = "wet hide piece"
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icon_state = "sheet-wetleather"
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inhand_icon_state = "sheet-wetleather"
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merge_type = /obj/item/stack/sheet/wethide
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/// Reduced when exposed to high temperatures
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var/wetness = 30
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/// Kelvin to start drying
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var/drying_threshold_temperature = 500
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/obj/item/stack/sheet/wethide/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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AddElement(/datum/element/dryable, /obj/item/stack/sheet/leather)
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/obj/item/stack/sheet/wethide/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/atmos_sensitive)
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/*
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* Leather SHeet
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*/
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/obj/item/stack/sheet/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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singular_name = "leather piece"
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icon_state = "sheet-leather"
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inhand_icon_state = "sheet-leather"
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merge_type = /obj/item/stack/sheet/leather
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GLOBAL_LIST_INIT(leather_recipes, list ( \
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new/datum/stack_recipe("wallet", /obj/item/storage/wallet, 1), \
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new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2), \
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new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3), \
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new/datum/stack_recipe("toolbelt", /obj/item/storage/belt/utility, 4), \
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new/datum/stack_recipe("leather satchel", /obj/item/storage/backpack/satchel/leather, 5), \
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new/datum/stack_recipe("bandolier", /obj/item/storage/belt/bandolier, 5), \
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new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7), \
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new/datum/stack_recipe("leather shoes", /obj/item/clothing/shoes/laceup, 2), \
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new/datum/stack_recipe("leather overcoat", /obj/item/clothing/suit/jacket/leather/overcoat, 10), \
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new/datum/stack_recipe("saddle", /obj/item/saddle, 5), \
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new/datum/stack_recipe("loincloth", /obj/item/clothing/under/costume/loincloth, 2) //SKYRAT EDIT ADDITION
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))
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/obj/item/stack/sheet/leather/get_main_recipes()
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. = ..()
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. += GLOB.leather_recipes
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/*
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* Sinew
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*/
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/obj/item/stack/sheet/sinew
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name = "watcher sinew"
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icon = 'icons/obj/mining.dmi'
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desc = "Long stringy filaments which presumably came from a watcher's wings."
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singular_name = "watcher sinew"
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icon_state = "sinew"
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/sinew
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/obj/item/stack/sheet/sinew/wolf
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name = "wolf sinew"
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desc = "Long stringy filaments which came from the insides of a wolf."
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singular_name = "wolf sinew"
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merge_type = /obj/item/stack/sheet/sinew/wolf
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GLOBAL_LIST_INIT(sinew_recipes, list ( \
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new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/cable/sinew, 1), \
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))
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/obj/item/stack/sheet/sinew/get_main_recipes()
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. = ..()
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. += GLOB.sinew_recipes
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/*Plates*/
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/obj/item/stack/sheet/animalhide/goliath_hide
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name = "goliath hide plates"
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desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
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icon = 'icons/obj/mining.dmi'
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icon_state = "goliath_hide"
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singular_name = "hide plate"
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max_amount = 6
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novariants = FALSE
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item_flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_NORMAL
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layer = MOB_LAYER
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merge_type = /obj/item/stack/sheet/animalhide/goliath_hide
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/obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
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name = "polar bear hides"
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desc = "Pieces of a polar bear's fur, these might be able to make your suit a bit more durable to attack from the local fauna."
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icon_state = "polar_bear_hide"
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singular_name = "polar bear hide"
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merge_type = /obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
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/obj/item/stack/sheet/animalhide/ashdrake
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name = "ash drake hide"
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desc = "The strong, scaled hide of an ash drake."
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icon = 'icons/obj/mining.dmi'
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icon_state = "dragon_hide"
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singular_name = "drake plate"
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max_amount = 10
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novariants = FALSE
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item_flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_NORMAL
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layer = MOB_LAYER
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merge_type = /obj/item/stack/sheet/animalhide/ashdrake
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//Step one - dehairing.
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/obj/item/stack/sheet/animalhide/attackby(obj/item/W, mob/user, params)
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if(W.get_sharpness())
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playsound(loc, 'sound/weapons/slice.ogg', 50, TRUE, -1)
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user.visible_message("<span class='notice'>[user] starts cutting hair off \the [src].</span>", "<span class='notice'>You start cutting the hair off \the [src]...</span>", "<span class='hear'>You hear the sound of a knife rubbing against flesh.</span>")
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if(do_after(user, 50, target = src))
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to_chat(user, "<span class='notice'>You cut the hair from this [src.singular_name].</span>")
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new /obj/item/stack/sheet/hairlesshide(user.drop_location(), 1)
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use(1)
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else
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return ..()
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//Step two - washing..... it's actually in washing machine code.
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//Step three - drying
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/obj/item/stack/sheet/wethide/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return (exposed_temperature > drying_threshold_temperature)
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/obj/item/stack/sheet/wethide/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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wetness--
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if(wetness == 0)
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new /obj/item/stack/sheet/leather(drop_location(), 1)
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wetness = initial(wetness)
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use(1)
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/obj/item/stack/sheet/wethide/microwave_act(obj/machinery/microwave/MW)
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..()
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new /obj/item/stack/sheet/leather(drop_location(), amount)
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qdel(src)
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