mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 18:53:06 +00:00
Rebalancing and adjusting divisors for all weapon damage values.
This commit is contained in:
@@ -37,7 +37,7 @@ var/datum/antagonist/highlander/highlanders
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player.equip_to_slot_or_del(new /obj/item/clothing/under/kilt(player), slot_w_uniform)
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player.equip_to_slot_or_del(new /obj/item/device/radio/headset/heads/captain(player), slot_l_ear)
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player.equip_to_slot_or_del(new /obj/item/clothing/head/beret(player), slot_head)
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player.equip_to_slot_or_del(new /obj/item/weapon/material/claymore(player), slot_l_hand)
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player.equip_to_slot_or_del(new /obj/item/weapon/material/sword(player), slot_l_hand)
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player.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(player), slot_shoes)
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player.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(get_turf(player)), slot_l_store)
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@@ -21,7 +21,7 @@
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new /obj/item/weapon/book/tome(loc)
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..()
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/obj/item/weapon/material/claymore/cultify()
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/obj/item/weapon/material/sword/cultify()
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new /obj/item/weapon/melee/cultblade(loc)
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..()
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@@ -4,18 +4,12 @@
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icon_state = "metalbat0"
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base_icon = "metalbat"
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item_state = "metalbat"
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sharp = 0
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edge = 0
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w_class = 3
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force = 10
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throw_speed = 3
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throw_range = 7
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throwforce = 7
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attack_verb = list("smashed", "beaten", "slammed", "smacked", "struck", "battered", "bonked")
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hitsound = 'sound/weapons/genhit3.ogg'
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force_wielded = 20
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health = 10
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default_material = "wood"
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force_divisor = 1.35 // 27 when wielded with weight 20 (steel)
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unwielded_force_divisor = 0.7 // 18 when unwielded based on above.
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//Predefined materials go here.
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/obj/item/weapon/material/twohanded/baseballbat/metal/New(var/newloc)
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@@ -5,15 +5,14 @@
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* Utensils
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*/
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/obj/item/weapon/material/kitchen/utensil
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force = 5
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w_class = 1
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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flags = CONDUCT
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thrown_force_divisor = 1
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origin_tech = "materials=1"
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attack_verb = list("attacked", "stabbed", "poked")
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sharp = 0
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sharp = 1
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edge = 1
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force_divisor = 0.1 // 6 when wielded with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
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var/loaded //Descriptive string for currently loaded food object.
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/obj/item/weapon/material/kitchen/utensil/New()
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@@ -60,6 +59,9 @@
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desc = "It's a spoon. You can see your own upside-down face in it."
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icon_state = "spoon"
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attack_verb = list("attacked", "poked")
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edge = 0
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sharp = 0
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force_divisor = 0.25 //5 when wielded with weight 20 (steel)
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/obj/item/weapon/material/kitchen/utensil/spoon/plastic
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default_material = "plastic"
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@@ -71,23 +73,13 @@
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name = "knife"
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desc = "Can cut through any food."
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icon_state = "knife"
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force = 10.0
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throwforce = 10.0
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sharp = 1
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edge = 1
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/obj/item/weapon/material/kitchen/utensil/knife/suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his throat with the [src.name]! It looks like \he's trying to commit suicide.</b>", \
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"\red <b>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</b>")
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return (BRUTELOSS)
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force_divisor = 0.2 // 12 when wielded with hardness 60 (steel)
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/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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/obj/item/weapon/material/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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@@ -95,7 +87,6 @@
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user << "\red You somehow managed to cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
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return ..()
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/obj/item/weapon/material/kitchen/utensil/knife/plastic
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@@ -109,13 +100,10 @@
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name = "rolling pin"
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desc = "Used to knock out the Bartender."
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icon_state = "rolling_pin"
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force = 8.0
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throwforce = 10.0
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throw_speed = 2
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throw_range = 7
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w_class = 3.0
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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default_material = "wood"
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force_divisor = 0.7 // 10 when wielded with weight 15 (wood)
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thrown_force_divisor = 1 // as above
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/obj/item/weapon/material/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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@@ -123,30 +111,4 @@
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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msg_admin_attack("[user.name] ([user.ckey]) used the [src.name] to attack [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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var/t = user:zone_sel.selecting
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if (t == "head")
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if (H.stat < 2 && H.health < 50 && prob(90))
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// ******* Check
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if (istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80))
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H << "\red The helmet protects you from being hit hard in the head!"
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return
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var/time = rand(2, 6)
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if (prob(75))
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H.Paralyse(time)
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else
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H.Stun(time)
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if(H.stat != 2) H.stat = 1
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user.visible_message("\red <B>[H] has been knocked unconscious!</B>", "\red <B>You knock [H] unconscious!</B>")
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return
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else
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H.visible_message("\red [user] tried to knock [H] unconscious!", "\red [user] tried to knock you unconscious!")
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H.eye_blurry += 3
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return ..()
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@@ -6,20 +6,16 @@
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hitsound = null
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var/active = 0
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w_class = 2
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force = 2
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sharp = 0
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edge = 0
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throw_speed = 3
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throw_range = 4
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throwforce = 7
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attack_verb = list("patted", "tapped")
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force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 when thrown with weight 20 (steel)
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/obj/item/weapon/material/butterfly/update_force()
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if(active)
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..() //Updates force.
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throwforce = max(3,force-3)
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edge = 1
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sharp = 1
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..() //Updates force.
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throwforce = max(3,force-3)
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hitsound = initial(hitsound)
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icon_state += "_open"
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w_class = 3
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@@ -60,11 +56,7 @@
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flags = CONDUCT
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sharp = 1
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edge = 1
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force = 10
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w_class = 3
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throwforce = 8
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throw_speed = 3
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throw_range = 6
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force_divisor = 0.15 // 9 when wielded with hardness 60 (steel)
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matter = list(DEFAULT_WALL_MATERIAL = 12000)
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origin_tech = "materials=1"
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attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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@@ -94,5 +86,5 @@
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icon = 'icons/obj/kitchen.dmi'
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icon_state = "butch"
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desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
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force = 15
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force_divisor = 0.25 // 15 when wielded with hardness 60 (steel)
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attack_verb = list("cleaved", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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@@ -2,10 +2,16 @@
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health = 10
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hitsound = 'sound/weapons/bladeslice.ogg'
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gender = NEUTER
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throw_speed = 3
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throw_range = 7
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w_class = 3
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sharp = 0
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edge = 0
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var/applies_material_colour = 1
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var/unbreakable
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var/damage_divisor = 0.5
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var/force_divisor = 0.5
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var/thrown_force_divisor = 0.5
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var/default_material = DEFAULT_WALL_MATERIAL
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var/material/material
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@@ -16,7 +22,14 @@
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set_material(material_key)
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/obj/item/weapon/material/proc/update_force()
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force = round(material.get_blunt_damage()*damage_divisor)
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if(edge || sharp)
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force = material.get_edge_damage()
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else
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force = material.get_blunt_damage()
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force = round(force*force_divisor)
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throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
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//spawn(1)
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// world << "[src] has force [force] and throwforce [throwforce] when made from default material [material.name]"
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/obj/item/weapon/material/proc/set_material(var/new_material)
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material = get_material_by_name(new_material)
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@@ -1,13 +1,11 @@
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/obj/item/weapon/material/harpoon
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name = "harpoon"
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sharp = 1
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edge = 0
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edge = 1
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desc = "Tharr she blows!"
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icon_state = "harpoon"
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item_state = "harpoon"
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force = 20
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throwforce = 15
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w_class = 3
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force_divisor = 0.3 // 18 with hardness 60 (steel)
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attack_verb = list("jabbed","stabbed","ripped")
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/obj/item/weapon/material/hatchet
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@@ -15,15 +13,11 @@
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desc = "A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "hatchet"
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flags = CONDUCT
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force = 12.0
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force_divisor = 0.2 // 12 with hardness 60 (steel)
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thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
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w_class = 2
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throwforce = 15
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throw_speed = 4
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throw_range = 4
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sharp = 1
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edge = 1
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matter = list(DEFAULT_WALL_MATERIAL = 15000)
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origin_tech = "materials=2;combat=1"
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attack_verb = list("chopped", "torn", "cut")
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applies_material_colour = 0
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@@ -34,7 +28,6 @@
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icon = 'icons/obj/weapons.dmi'
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icon_state = "unathiknife"
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attack_verb = list("ripped", "torn", "cut")
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default_material = "bone"
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/obj/item/weapon/material/hatchet/tacknife
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name = "tactical knife"
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@@ -52,18 +45,19 @@
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icon_state = "hoe"
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item_state = "hoe"
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flags = CONDUCT | NOBLUDGEON
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force = 5
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throwforce = 7
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force_divisor = 0.25 // 5 with weight 20 (steel)
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thrown_force_divisor = 0.25 // as above
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w_class = 2
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matter = list(DEFAULT_WALL_MATERIAL = 50)
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attack_verb = list("slashed", "sliced", "cut", "clawed")
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/obj/item/weapon/material/scythe
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icon_state = "scythe0"
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name = "scythe"
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desc = "A sharp and curved blade on a long fibremetal handle, this tool makes it easy to reap what you sow."
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force = 13
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throwforce = 5
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force_divisor = 0.275 // 16 with hardness 60 (steel)
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thrown_force_divisor = 0.25 // 5 with weight 20 (steel)
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sharp = 1
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edge = 1
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throw_speed = 1
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throw_range = 3
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w_class = 4
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@@ -3,18 +3,17 @@
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/obj/item/weapon/material/shard
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name = "shard"
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icon = 'icons/obj/shards.dmi'
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desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
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icon_state = "large"
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sharp = 1
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edge = 1
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desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
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w_class = 2
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force = 5
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throwforce = 8
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force_divisor = 0.2 // 6 with hardness 30 (glass)
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thrown_force_divisor = 0.4 // 4 with weight 15 (glass)
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item_state = "shard-glass"
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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unbreakable = 1 //It's already broken.
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damage_divisor = 0.1 //So tiny.
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/obj/item/weapon/material/shard/suicide_act(mob/user)
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viewers(user) << pick("\red <b>[user] is slitting \his wrists with \the [src]! It looks like \he's trying to commit suicide.</b>", \
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@@ -42,7 +41,6 @@
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else
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qdel(src)
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/obj/item/weapon/material/shard/update_icon()
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if(material)
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color = material.icon_colour
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@@ -1,43 +1,30 @@
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/obj/item/weapon/material/claymore
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/obj/item/weapon/material/sword
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name = "claymore"
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desc = "What are you standing around staring at this for? Get to killing!"
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icon_state = "claymore"
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item_state = "claymore"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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force = 40
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throwforce = 10
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force_divisor = 0.7 // 42 when wielded with hardnes 60 (steel)
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thrown_force_divisor = 0.5 // 10 when thrown with weight 20 (steel)
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sharp = 1
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edge = 1
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w_class = 3
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/material/claymore/IsShield()
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/obj/item/weapon/material/sword/IsShield()
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return 1
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/obj/item/weapon/material/claymore/suicide_act(mob/user)
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/obj/item/weapon/material/sword/suicide_act(mob/user)
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viewers(user) << "<span class='danger'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>"
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return(BRUTELOSS)
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/obj/item/weapon/material/katana
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/obj/item/weapon/material/sword/katana
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name = "katana"
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desc = "Woefully underpowered in D20"
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icon_state = "katana"
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item_state = "katana"
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flags = CONDUCT
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slot_flags = SLOT_BELT | SLOT_BACK
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force = 40
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throwforce = 10
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sharp = 1
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edge = 1
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w_class = 3
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/material/katana/suicide_act(mob/user)
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/obj/item/weapon/material/sword/katana/suicide_act(mob/user)
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viewers(user) << "<span class='danger'>[user] is slitting \his stomach open with the [src.name]! It looks like \he's trying to commit seppuku.</span>"
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return(BRUTELOSS)
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/obj/item/weapon/material/katana/IsShield()
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return 1
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@@ -2,13 +2,12 @@
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name = "shuriken"
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desc = "A sharp, perfectly weighted piece of metal."
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icon_state = "star"
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force = 5
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force_divisor = 0.1 // 6 with hardness 60 (steel)
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thrown_force_divisor = 0.75 // 15 with weight 20 (steel)
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throw_speed = 10
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throwforce = 15
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throw_range = 15
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sharp = 1
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edge = 1
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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/obj/item/weapon/material/star/New()
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..()
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||||
@@ -17,6 +17,7 @@
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* Twohanded
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||||
*/
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||||
/obj/item/weapon/material/twohanded
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w_class = 4
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var/wielded = 0
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||||
var/force_wielded = 0
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||||
var/force_unwielded
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@@ -24,6 +25,7 @@
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||||
var/unwieldsound = null
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||||
var/base_icon
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||||
var/base_name
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||||
var/unwielded_force_divisor = 0.25
|
||||
|
||||
/obj/item/weapon/material/twohanded/proc/unwield()
|
||||
wielded = 0
|
||||
@@ -39,8 +41,15 @@
|
||||
|
||||
/obj/item/weapon/material/twohanded/update_force()
|
||||
base_name = name
|
||||
force_unwielded = force
|
||||
if(sharp || edge)
|
||||
force_wielded = material.get_edge_damage()
|
||||
else
|
||||
force_wielded = material.get_blunt_damage()
|
||||
force_wielded = round(force_wielded*force_divisor)
|
||||
force_unwielded = round(force_wielded*unwielded_force_divisor)
|
||||
force = force_unwielded
|
||||
throwforce = round(force*thrown_force_divisor)
|
||||
//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
|
||||
|
||||
/obj/item/weapon/material/twohanded/New()
|
||||
..()
|
||||
@@ -51,7 +60,6 @@
|
||||
if(wielded)
|
||||
M << "<span class='warning'>Unwield the [base_name] first!</span>"
|
||||
return 0
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/material/twohanded/dropped(mob/user as mob)
|
||||
@@ -114,7 +122,7 @@
|
||||
|
||||
///////////OFFHAND///////////////
|
||||
/obj/item/weapon/material/twohanded/offhand
|
||||
w_class = 5.0
|
||||
w_class = 5
|
||||
icon_state = "offhand"
|
||||
name = "offhand"
|
||||
default_material = "placeholder"
|
||||
@@ -136,12 +144,11 @@
|
||||
base_icon = "fireaxe"
|
||||
name = "fire axe"
|
||||
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
|
||||
force = 15
|
||||
unwielded_force_divisor = 0.25
|
||||
force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
|
||||
sharp = 1
|
||||
edge = 1
|
||||
w_class = 4.0
|
||||
slot_flags = SLOT_BACK
|
||||
force_wielded = 30
|
||||
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
|
||||
applies_material_colour = 0
|
||||
|
||||
@@ -153,9 +160,12 @@
|
||||
var/obj/structure/window/W = A
|
||||
W.shatter()
|
||||
|
||||
/*
|
||||
/*
|
||||
* Double-Bladed Energy Swords - Cheridan
|
||||
*/
|
||||
// Not sure what to do with this one, it won't work nicely with the material system,
|
||||
// but I don't want to copypaste all the twohanded procs..
|
||||
/obj/item/weapon/material/twohanded/dualsaber
|
||||
icon_state = "dualsaber0"
|
||||
base_icon = "dualsaber"
|
||||
@@ -193,6 +203,7 @@
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
*/
|
||||
|
||||
//spears, bay edition
|
||||
/obj/item/weapon/material/twohanded/spear
|
||||
@@ -200,13 +211,12 @@
|
||||
base_icon = "spearglass"
|
||||
name = "spear"
|
||||
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
|
||||
force = 10
|
||||
w_class = 4.0
|
||||
slot_flags = SLOT_BACK
|
||||
force_wielded = 22 // Was 13, Buffed - RR
|
||||
throwforce = 20
|
||||
force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
|
||||
unwielded_force_divisor = 0.65 // 14 when unwielded based on above
|
||||
thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
|
||||
throw_speed = 3
|
||||
edge = 0
|
||||
edge = 1
|
||||
sharp = 1
|
||||
flags = NOSHIELD
|
||||
hitsound = 'sound/weapons/bladeslice.ogg'
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
can_buckle = 1
|
||||
buckle_lying = 1
|
||||
var/material/material
|
||||
var/apply_cosmentics = 1
|
||||
var/apply_cosmetics = 1
|
||||
|
||||
/obj/structure/bed/New(var/newloc, var/new_material)
|
||||
..(newloc)
|
||||
@@ -28,7 +28,7 @@
|
||||
if(!istype(material))
|
||||
qdel(src)
|
||||
return
|
||||
if(apply_cosmentics)
|
||||
if(apply_cosmetics)
|
||||
color = material.icon_colour
|
||||
name = "[material.display_name] [initial(name)]"
|
||||
desc = "[initial(desc)] It's made of [material.display_name]."
|
||||
@@ -73,7 +73,7 @@
|
||||
name = "psychiatrist's couch"
|
||||
desc = "For prime comfort during psychiatric evaluations."
|
||||
icon_state = "psychbed"
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
/obj/structure/bed/psych/New(var/newloc)
|
||||
..(newloc,"leather")
|
||||
@@ -82,7 +82,7 @@
|
||||
name = "resting contraption"
|
||||
desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
|
||||
icon_state = "abed"
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
|
||||
/obj/structure/bed/alien/New(var/newloc)
|
||||
@@ -96,7 +96,7 @@
|
||||
icon = 'icons/obj/rollerbed.dmi'
|
||||
icon_state = "down"
|
||||
anchored = 0
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
/obj/structure/bed/roller/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W,/obj/item/roller_holder))
|
||||
|
||||
@@ -70,7 +70,7 @@
|
||||
icon_state = "wooden_chair"
|
||||
name = "wooden chair"
|
||||
desc = "Old is never too old to not be in fashion."
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
/obj/structure/bed/chair/wood/New(var/newloc)
|
||||
..(newloc, "wood")
|
||||
@@ -84,7 +84,7 @@
|
||||
icon_state = "comfychair"
|
||||
color = rgb(255,255,255)
|
||||
var/image/armrest = null
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
/obj/structure/bed/chair/comfy/New()
|
||||
armrest = image("icons/obj/objects.dmi", "comfychair_armrest")
|
||||
@@ -125,7 +125,7 @@
|
||||
/obj/structure/bed/chair/office
|
||||
anchored = 0
|
||||
buckle_movable = 1
|
||||
apply_cosmentics = 0
|
||||
apply_cosmetics = 0
|
||||
|
||||
/obj/structure/bed/chair/comfy/lime
|
||||
color = rgb(255,251,0)
|
||||
|
||||
@@ -75,12 +75,12 @@ var/list/name_to_material
|
||||
/material/proc/get_blunt_damage()
|
||||
return weight //todo
|
||||
|
||||
/material/proc/get_edge_damage()
|
||||
return hardness //todo
|
||||
|
||||
/material/proc/can_open_material_door(var/mob/living/user)
|
||||
return 1
|
||||
|
||||
/material/proc/get_edge_damage()
|
||||
return round(hardness/4) //todo
|
||||
|
||||
/material/proc/products_need_process()
|
||||
return (radioactivity>0) //todo
|
||||
|
||||
@@ -213,7 +213,7 @@ var/list/name_to_material
|
||||
integrity = 100
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 15
|
||||
hardness = 30
|
||||
weight = 15
|
||||
door_icon_base = "stone"
|
||||
|
||||
@@ -224,8 +224,6 @@ var/list/name_to_material
|
||||
ignition_point = 300
|
||||
integrity = 200 // idk why but phoron windows are strong, so.
|
||||
icon_colour = "#FC2BC5"
|
||||
hardness = 10
|
||||
weight = 10
|
||||
stack_origin_tech = "materials=3;phorontech=2"
|
||||
|
||||
/material/glass/phoron/reinforced
|
||||
@@ -243,8 +241,8 @@ var/list/name_to_material
|
||||
integrity = 100
|
||||
shard_type = SHARD_SHARD
|
||||
tableslam_noise = 'sound/effects/Glasshit.ogg'
|
||||
hardness = 15
|
||||
weight = 15
|
||||
hardness = 40
|
||||
weight = 30
|
||||
stack_origin_tech = "materials=2"
|
||||
composite_material = list() //todo
|
||||
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
if(91)
|
||||
new/obj/item/device/soulstone(src)
|
||||
if(92)
|
||||
new/obj/item/weapon/material/katana(src)
|
||||
new/obj/item/weapon/material/sword/katana(src)
|
||||
if(93)
|
||||
new/obj/item/weapon/dnainjector/xraymut(src) // Probably the least OP
|
||||
if(94) // Why the hell not
|
||||
|
||||
@@ -294,7 +294,7 @@
|
||||
new_item.desc = ""
|
||||
if(19)
|
||||
apply_prefix = 0
|
||||
new_item = new /obj/item/weapon/material/claymore(src.loc)
|
||||
new_item = new /obj/item/weapon/material/sword(src.loc)
|
||||
new_item.force = 10
|
||||
item_type = new_item.name
|
||||
if(20)
|
||||
@@ -337,7 +337,7 @@
|
||||
apply_material_decorations = 0
|
||||
if(25)
|
||||
apply_prefix = 0
|
||||
new_item = new /obj/item/weapon/material/katana(src.loc)
|
||||
new_item = new /obj/item/weapon/material/sword/katana(src.loc)
|
||||
new_item.force = 10
|
||||
item_type = new_item.name
|
||||
if(26)
|
||||
|
||||
Reference in New Issue
Block a user