Adds NOCONDUCT to Some Items

This commit is contained in:
Atermonera
2019-08-08 12:07:10 -08:00
committed by VirgoBot
parent 15948e7e4c
commit 0469a309cc
9 changed files with 39 additions and 3 deletions

View File

@@ -29,6 +29,7 @@
gender = PLURAL
icon = 'icons/obj/items.dmi'
icon_state = "soap"
flags = NOCONDUCT
w_class = ITEMSIZE_SMALL
slot_flags = SLOT_HOLSTER
throwforce = 0

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@@ -10,6 +10,7 @@ GLOBAL_LIST_BOILERPLATE(all_mops, /obj/item/weapon/mop)
throw_speed = 5
throw_range = 10
w_class = ITEMSIZE_NORMAL
flags = NOCONDUCT
attack_verb = list("mopped", "bashed", "bludgeoned", "whacked")
var/mopping = 0
var/mopcount = 0

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@@ -9,6 +9,7 @@
sharp = 0
edge = 0
throwforce = 7
flags = NOCONDUCT
w_class = ITEMSIZE_NORMAL
origin_tech = list(TECH_COMBAT = 2)
attack_verb = list("beaten")

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@@ -178,6 +178,7 @@
throw_speed = 3
throw_range = 5
item_state = "beer"
flags = NOCONDUCT
attack_verb = list("stabbed", "slashed", "attacked")
sharp = 1
edge = 0

View File

@@ -5,6 +5,7 @@
icon = 'icons/obj/hydroponics_products.dmi'
icon_state = "blank"
desc = "Nutritious! Probably."
flags = NOCONDUCT
slot_flags = SLOT_HOLSTER
var/plantname

View File

@@ -37,6 +37,7 @@
desc = "A reminder of meals gone by."
icon = 'icons/obj/trash.dmi'
icon_state = "corncob"
flags = NOCONDUCT
w_class = ITEMSIZE_SMALL
throwforce = 0
throw_speed = 4
@@ -55,6 +56,7 @@
desc = "A peel from a banana."
icon = 'icons/obj/items.dmi'
icon_state = "banana_peel"
flags = NOCONDUCT
w_class = ITEMSIZE_SMALL
throwforce = 0
throw_speed = 4

View File

@@ -141,6 +141,7 @@
icon_state ="book"
throw_speed = 1
throw_range = 5
flags = NOCONDUCT
w_class = ITEMSIZE_NORMAL //upped to three because books are, y'know, pretty big. (and you could hide them inside eachother recursively forever)
attack_verb = list("bashed", "whacked", "educated")
var/dat // Actual page content

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@@ -107,7 +107,7 @@ var/list/name_to_material
var/explosion_resistance = 5 // Only used by walls currently.
var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance.
var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation.
var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
var/conductive = 1 // Objects without this var add NOCONDUCT to flags on spawn.
var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
var/list/composite_material // If set, object matter var will be a list containing these values.
var/luminescence
@@ -259,6 +259,7 @@ var/list/name_to_material
icon_colour = "#00FFE1"
opacity = 0.4
reflectivity = 0.6
conductive = 0
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
@@ -350,6 +351,7 @@ var/list/name_to_material
weight = 22
hardness = 55
protectiveness = 5 // 20%
conductive = 0
conductivity = 5
door_icon_base = "stone"
sheet_singular_name = "brick"
@@ -485,6 +487,7 @@ var/list/name_to_material
hardness = 30
weight = 15
protectiveness = 0 // 0%
conductive = 0
conductivity = 1 // Glass shards don't conduct.
door_icon_base = "stone"
destruction_desc = "shatters"
@@ -626,6 +629,7 @@ var/list/name_to_material
hardness = 10
weight = 12
protectiveness = 5 // 20%
conductive = 0
conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
melting_point = T0C+371 //assuming heat resistant plastic
stack_origin_tech = list(TECH_MATERIAL = 3)
@@ -643,6 +647,7 @@ var/list/name_to_material
stack_origin_tech = list(TECH_MATERIAL = 5)
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
conductivity = 100
/material/tritium
name = "tritium"
@@ -652,6 +657,7 @@ var/list/name_to_material
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
is_fusion_fuel = 1
conductive = 0
/material/deuterium
name = "deuterium"
@@ -661,6 +667,7 @@ var/list/name_to_material
sheet_singular_name = "ingot"
sheet_plural_name = "ingots"
is_fusion_fuel = 1
conductive = 0
/material/mhydrogen
name = "mhydrogen"
@@ -730,6 +737,7 @@ var/list/name_to_material
icon_reinf = "reinf_metal"
protectiveness = 60
integrity = 300
conductive = 0
conductivity = 1.5
hardness = 90
shard_type = SHARD_SHARD
@@ -758,6 +766,7 @@ var/list/name_to_material
weight = 30
hardness = 45
negation = 2
conductive = 0
conductivity = 5
reflectivity = 0.5
radiation_resistance = 20
@@ -813,6 +822,7 @@ var/list/name_to_material
melting_point = T0C+300
sheet_singular_name = "blob"
sheet_plural_name = "blobs"
conductive = 0
/material/resin/can_open_material_door(var/mob/living/user)
var/mob/living/carbon/M = user
@@ -833,6 +843,7 @@ var/list/name_to_material
hardness = 15
weight = 18
protectiveness = 8 // 28%
conductive = 0
conductivity = 1
melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
ignition_point = T0C+288
@@ -879,6 +890,7 @@ var/list/name_to_material
hardness = 1
weight = 1
protectiveness = 0 // 0%
conductive = 0
ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
stack_origin_tech = list(TECH_MATERIAL = 1)
@@ -930,6 +942,7 @@ var/list/name_to_material
melting_point = T0C+300
protectiveness = 1 // 4%
flags = MATERIAL_PADDING
conductive = 0
/material/cult
name = "cult"
@@ -940,6 +953,7 @@ var/list/name_to_material
shard_type = SHARD_STONE_PIECE
sheet_singular_name = "brick"
sheet_plural_name = "bricks"
conductive = 0
/material/cult/place_dismantled_girder(var/turf/target)
new /obj/structure/girder/cult(target, "cult")
@@ -963,6 +977,7 @@ var/list/name_to_material
ignition_point = T0C+300
melting_point = T0C+300
protectiveness = 3 // 13%
conductive = 0
/material/carpet
name = "carpet"
@@ -975,6 +990,7 @@ var/list/name_to_material
sheet_singular_name = "tile"
sheet_plural_name = "tiles"
protectiveness = 1 // 4%
conductive = 0
/material/cotton
name = "cotton"
@@ -984,6 +1000,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
// This all needs to be OOP'd and use inheritence if its ever used in the future.
/material/cloth_teal
@@ -995,6 +1012,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_black
name = "black"
@@ -1005,6 +1023,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_green
name = "green"
@@ -1015,6 +1034,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_puple
name = "purple"
@@ -1025,6 +1045,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_blue
name = "blue"
@@ -1035,6 +1056,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_beige
name = "beige"
@@ -1045,6 +1067,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/cloth_lime
name = "lime"
@@ -1055,6 +1078,7 @@ var/list/name_to_material
ignition_point = T0C+232
melting_point = T0C+300
protectiveness = 1 // 4%
conductive = 0
/material/toy_foam
name = "foam"
@@ -1067,3 +1091,7 @@ var/list/name_to_material
hardness = 1
weight = 1
protectiveness = 0 // 0%
<<<<<<< HEAD
=======
conductive = 0
>>>>>>> 8316113... Merge pull request #6393 from Nalarac/Conductivity

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@@ -14,7 +14,7 @@
possible_transfer_amounts = list(5,10,15,25,30,60)
volume = 60
w_class = ITEMSIZE_SMALL
flags = OPENCONTAINER
flags = OPENCONTAINER | NOCONDUCT
unacidable = 1 //glass doesn't dissolve in acid
var/label_text = ""