/obj/item/stack/animalhide/human name = "human skin" desc = "The by-product of human farming." singular_name = "human skin piece" icon_state = "sheet-hide" no_variants = FALSE drop_sound = 'sound/items/drop/leather.ogg' pickup_sound = 'sound/items/pickup/leather.ogg' /obj/item/stack/animalhide/human amount = 50 /obj/item/stack/animalhide/corgi name = "corgi hide" desc = "The by-product of corgi farming." singular_name = "corgi hide piece" icon_state = "sheet-corgi" /obj/item/stack/animalhide/corgi amount = 50 /obj/item/stack/animalhide/cat name = "cat hide" desc = "The by-product of cat farming." singular_name = "cat hide piece" icon_state = "sheet-cat" /obj/item/stack/animalhide/cat amount = 50 /obj/item/stack/animalhide/monkey name = "monkey hide" desc = "The by-product of monkey farming." singular_name = "monkey hide piece" icon_state = "sheet-monkey" /obj/item/stack/animalhide/monkey amount = 50 /obj/item/stack/animalhide/lizard name = "lizard skin" desc = "Sssssss..." singular_name = "lizard skin piece" icon_state = "sheet-lizard" /obj/item/stack/animalhide/lizard amount = 50 /obj/item/stack/animalhide/xeno name = "alien hide" desc = "The skin of a terrible creature." singular_name = "alien hide piece" icon_state = "sheet-xeno" /obj/item/stack/animalhide/xeno amount = 50 //don't see anywhere else to put these, maybe together they could be used to make the xenos suit? /obj/item/stack/xenochitin name = "alien chitin" desc = "A piece of the hide of a terrible creature." singular_name = "alien hide piece" icon = 'icons/mob/alien.dmi' icon_state = "chitin" /obj/item/stack/xenochitin amount = 50 /obj/item/xenos_claw name = "alien claw" desc = "The claw of a terrible creature." icon = 'icons/mob/alien.dmi' icon_state = "claw" /obj/item/weed_extract name = "weed extract" desc = "A piece of slimy, purplish weed." icon = 'icons/mob/alien.dmi' icon_state = "weed_extract" /obj/item/stack/hairlesshide name = "hairless hide" desc = "This hide was stripped of it's hair, but still needs tanning." singular_name = "hairless hide piece" icon_state = "sheet-hairlesshide" no_variants = FALSE /obj/item/stack/hairlesshide amount = 50 /obj/item/stack/wetleather name = "wet leather" desc = "This leather has been cleaned but still needs to be dried." singular_name = "wet leather piece" icon_state = "sheet-wetleather" var/wetness = 30 //Reduced when exposed to high temperautres var/drying_threshold_temperature = 500 //Kelvin to start drying no_variants = FALSE /obj/item/stack/wetleather amount = 50 //Step one - dehairing. /obj/item/stack/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob) if( istype(W, /obj/item/weapon/material/knife) || \ istype(W, /obj/item/weapon/material/twohanded/fireaxe) || \ istype(W, /obj/item/weapon/material/knife/machete/hatchet) ) //visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message) usr.visible_message("\The [usr] starts cutting hair off \the [src]", "You start cutting the hair off \the [src]", "You hear the sound of a knife rubbing against flesh") if(do_after(user,50)) to_chat(usr, "You cut the hair from this [src.singular_name]") //Try locating an exisitng stack on the tile and add to there if possible for(var/obj/item/stack/hairlesshide/HS in usr.loc) if(HS.amount < 50) HS.amount++ src.use(1) break //If it gets to here it means it did not find a suitable stack on the tile. var/obj/item/stack/hairlesshide/HS = new(usr.loc) HS.amount = 1 src.use(1) else ..() //Step two - washing..... it's actually in washing machine code. //Step three - drying /obj/item/stack/wetleather/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) ..() if(exposed_temperature >= drying_threshold_temperature) wetness-- if(wetness == 0) //Try locating an exisitng stack on the tile and add to there if possible for(var/obj/item/stack/material/leather/HS in src.loc) if(HS.amount < 50) HS.amount++ src.use(1) wetness = initial(wetness) break //If it gets to here it means it did not find a suitable stack on the tile. var/obj/item/stack/material/leather/HS = new(src.loc) HS.amount = 1 wetness = initial(wetness) src.use(1)