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* Most materials can be used to build most things * Fixes the merge conflict * Makes it so our vis_overlay1 is initialized first. It's awful but it works * Properly fixes the CI issues with the plasma airlocks Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
24 lines
893 B
Plaintext
24 lines
893 B
Plaintext
/datum/material/hauntium
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name = "hauntium"
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desc = "very scary!"
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color = list(460/255, 464/255, 460/255, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0)
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greyscale_colors = "#FFFFFF64"
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alpha = 100
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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/hauntium
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value_per_unit = 0.05
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beauty_modifier = 0.25
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//pretty good but only the undead can actually make use of these modifiers
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strength_modifier = 1.2
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 1, ACID = 0.7)
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/datum/material/hauntium/on_applied_obj(obj/o, amount, material_flags)
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. = ..()
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if(isitem(o))
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o.AddElement(/datum/element/haunted)
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/datum/material/hauntium/on_removed_obj(obj/o, amount, material_flags)
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. = ..()
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if(isitem(o))
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o.RemoveElement(/datum/element/haunted)
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