/**********************Mineral ores**************************/ /obj/item/weapon/ore name = "Rock" icon = 'icons/obj/mining.dmi' icon_state = "ore2" var/datum/geosample/geologic_data /obj/item/weapon/ore/uranium name = "Uranium ore" icon_state = "Uranium ore" origin_tech = "materials=5" /obj/item/weapon/ore/iron name = "Iron ore" icon_state = "Iron ore" origin_tech = "materials=1" /obj/item/weapon/ore/glass name = "Sand" icon_state = "Glass ore" origin_tech = "materials=1" attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist var/location = get_turf(user) for(var/obj/item/weapon/ore/glass/sandToConvert in location) new /obj/item/stack/sheet/mineral/sandstone(location) del(sandToConvert) new /obj/item/stack/sheet/mineral/sandstone(location) del(src) /obj/item/weapon/ore/plasma name = "Plasma ore" icon_state = "Plasma ore" origin_tech = "materials=2" /obj/item/weapon/ore/silver name = "Silver ore" icon_state = "Silver ore" origin_tech = "materials=3" /obj/item/weapon/ore/gold name = "Gold ore" icon_state = "Gold ore" origin_tech = "materials=4" /obj/item/weapon/ore/diamond name = "Diamond ore" icon_state = "Diamond ore" origin_tech = "materials=6" /obj/item/weapon/ore/clown name = "Bananium ore" icon_state = "Clown ore" origin_tech = "materials=4" /obj/item/weapon/ore/slag name = "Slag" desc = "Completely useless" icon_state = "slag" /obj/item/weapon/ore/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/device/core_sampler)) var/obj/item/device/core_sampler/C = W C.sample_item(src, user) else return ..() /*****************************Coin********************************/ /obj/item/weapon/coin icon = 'icons/obj/items.dmi' name = "Coin" icon_state = "coin" flags = FPRINT | TABLEPASS| CONDUCT force = 0.0 throwforce = 0.0 w_class = 1.0 var/string_attached /obj/item/weapon/coin/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/coin/gold name = "Gold coin" icon_state = "coin_gold" /obj/item/weapon/coin/silver name = "Silver coin" icon_state = "coin_silver" /obj/item/weapon/coin/diamond name = "Diamond coin" icon_state = "coin_diamond" /obj/item/weapon/coin/iron name = "Iron coin" icon_state = "coin_iron" /obj/item/weapon/coin/plasma name = "Solid plasma coin" icon_state = "coin_plasma" /obj/item/weapon/coin/uranium name = "Uranium coin" icon_state = "coin_uranium" /obj/item/weapon/coin/clown name = "Bananaium coin" icon_state = "coin_clown" /obj/item/weapon/coin/adamantine name = "Adamantine coin" icon_state = "coin_adamantine" /obj/item/weapon/coin/mythril name = "Mythril coin" icon_state = "coin_mythril" /obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/weapon/cable_coil) ) var/obj/item/weapon/cable_coil/CC = W if(string_attached) user << "\blue There already is a string attached to this coin." return if(CC.amount <= 0) user << "\blue This cable coil appears to be empty." del(CC) return overlays += image('icons/obj/items.dmi',"coin_string_overlay") string_attached = 1 user << "\blue You attach a string to the coin." CC.use(1) else if(istype(W,/obj/item/weapon/wirecutters) ) if(!string_attached) ..() return var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc) CC.amount = 1 CC.updateicon() overlays = list() string_attached = null user << "\blue You detach the string from the coin." else ..()