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https://github.com/CHOMPStation2/CHOMPStation2.git
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300 lines
9.5 KiB
Plaintext
300 lines
9.5 KiB
Plaintext
#define MAT_WISP "strange wisp"
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#define MAT_FROSCALE "frost scale"
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#define MAT_CRYSCALE "crystal scale"
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#define MAT_DREAMSCALE "furred scale"
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#define MAT_SHELLCHITIN "shell chitin"
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/datum/material/wisp
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name = MAT_WISP
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icon_colour = "#F13C00"
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stack_type = /obj/item/stack/material/wisp
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
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icon_base = "solid"
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icon_reinf = "reinf_mesh"
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integrity = 30
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weight = 10
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ignition_point = T0C+600
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melting_point = T0C+800
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protectiveness = 5
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conductive = 0
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opacity = 0.5
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reflectivity = 30
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supply_conversion_value = 6
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/obj/item/stack/material/wisp
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name = "Strange Wisp"
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desc = "The by-product of mob grinding."
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icon = 'modular_chomp/icons/obj/crafting.dmi'
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icon_state = "wisp"
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default_type = MAT_WISP
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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/datum/material/frostscale
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name = MAT_FROSCALE
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icon_colour = "#0000CC"
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stack_type = /obj/item/stack/material/frostscale
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
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icon_base = "solid"
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icon_reinf = "reinf_mesh"
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integrity = 250
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weight = 50
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ignition_point = T0C+20
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melting_point = T0C+40
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protectiveness = 30
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conductive = 0
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opacity = 0.5
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reflectivity = 0
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supply_conversion_value = 8
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/obj/item/stack/material/frostscale
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name = "Frost Scale"
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desc = "The by-product of mob grinding."
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icon = 'modular_chomp/icons/obj/crafting.dmi'
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icon_state = "scale"
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color = "#0000CC"
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default_type = MAT_FROSCALE
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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/datum/material/crystalscale
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name = MAT_CRYSCALE
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icon_colour = "#006633"
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stack_type = /obj/item/stack/material/crystalscale
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
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icon_base = "solid"
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icon_reinf = "reinf_mesh"
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integrity = 250
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weight = 10
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radiation_resistance = 25 //less then lead because it's lighter then lead.
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protectiveness = 30
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conductive = 0
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opacity = 0.25
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reflectivity = 0.6
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supply_conversion_value = 4
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/obj/item/stack/material/crystalscale
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name = "Crystak Scale"
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desc = "The by-product of mob grinding."
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icon = 'modular_chomp/icons/obj/crafting.dmi'
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icon_state = "scale"
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color = "#006633"
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default_type = MAT_CRYSCALE
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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/datum/material/dreamscale
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name = MAT_DREAMSCALE
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icon_colour = "#006633"
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stack_type = /obj/item/stack/material/dreamscale
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
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icon_base = "solid"
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icon_reinf = "reinf_mesh"
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integrity = 200
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weight = 30
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ignition_point = T0C+200
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melting_point = T0C+400
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protectiveness = 60
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reflectivity = 0.3
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supply_conversion_value = 1
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/obj/item/stack/material/dreamscale
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name = "Dream Scale"
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desc = "The by-product of mob grinding."
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icon = 'modular_chomp/icons/obj/crafting.dmi'
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icon_state = "scale"
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default_type = MAT_DREAMSCALE
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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/datum/material/shellchitin
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name = MAT_SHELLCHITIN
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icon_colour = "#006633"
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stack_type = /obj/item/stack/material/dreamscale
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stack_origin_tech = list(TECH_MATERIAL = 3, TECH_BIO = 4)
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icon_base = "solid"
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icon_reinf = "reinf_mesh"
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integrity = 250
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weight = 70
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ignition_point = T0C+300
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melting_point = T0C+600
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protectiveness = 50
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reflectivity = 0
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supply_conversion_value = 1
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/obj/item/stack/material/shellchitin
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name = "Shell Chitin"
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desc = "The by-product of mob grinding."
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icon = 'modular_chomp/icons/obj/crafting.dmi'
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icon_state = "shell"
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default_type = MAT_SHELLCHITIN
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no_variants = FALSE
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pass_color = TRUE
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strict_color_stacking = TRUE
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//Putting this here for now because in intial PRs, I enjoy making/altering as few files as possible.
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//Solar ray stuff
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/obj/item/clothing/suit/armor/firecloak
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name = "solar cloak"
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desc = "A strange cloak made from remnants of solar rays."
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icon = 'icons/inventory/accessory/item.dmi'
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icon_state = "seccloak"
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color = "#F13C00"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
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armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 10, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/firecloak/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(istype(damage_source, /obj/item/projectile))
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return FALSE
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if(attacker && attacker != user)
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shoot_fire(attacker)
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else
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return FALSE
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/obj/item/clothing/suit/armor/firecloak/proc/shoot_fire(mob/target)
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var/obj/item/projectile/P = new /obj/item/projectile/fire(get_turf(src))
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P.launch_projectile(target, BP_TORSO, src)
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/obj/item/weapon/material/sword/rapier/solar
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name = "solar rapier"
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desc = "A slender, fancy and sharply pointed sword, wisps of fire swirling around it."
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icon_state = "rapier"
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item_state = "rapier"
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slot_flags = SLOT_BELT
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applies_material_colour = 0
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force_divisor = 0.50
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color = "#F13C00"
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/obj/item/weapon/material/sword/rapier/solar/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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. = ..()
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target.add_modifier(/datum/modifier/fire/weak, 12 SECONDS) //should be 12 damage?
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//Icicle
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/obj/item/weapon/gun/energy/icelauncher
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name = "Strange Pistol"
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desc = "A homemade and somehow functional icicle launcher."
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icon = 'icons/obj/gun_ch.dmi'
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icon_state = "ziplas"
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item_state = "ziplas"
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color = "#0000CC"
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w_class = ITEMSIZE_SMALL
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slot_flags = SLOT_BELT|SLOT_BACK
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charge_cost = 300 //You got 5 shot
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battery_lock = 1
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projectile_type = /obj/item/projectile/icicle //But it hurts a lot
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cell_type = /obj/item/weapon/cell/device/weapon
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/obj/item/clothing/shoes/boots/frost
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name = "frost boots"
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desc = "Handmade boots of scavanged bits."
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icon_state = "winterboots"
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color = "#0000CC"
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cold_protection = FEET
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min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
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heat_protection = FEET
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max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
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snow_speed = -1
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rock_climbing = TRUE
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item_flags = NOSLIP
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//Turtle
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/obj/item/weapon/material/twohanded/sledgehammer/gravity
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name = "Gravity Sledgehammer"
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desc = "A sledgehammer in bits of a gravity turtle's shell."
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unwielded_force_divisor = 0.25
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force_divisor = 0.40 //
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dulled_divisor = 0.80 //Still metal on a stick
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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force_wielded = 25
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applies_material_colour = 1
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/obj/item/weapon/material/twohanded/sledgehammer/gravity/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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. = ..()
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var/atom/target_zone = get_edge_target_turf(user,get_dir(user, target))
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if(!target.anchored)
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target.throw_at(target_zone, 6, 2, user, FALSE)
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user.visible_message("<span class='warning'>\The [src] discharges with a thunderous boom!</span>")
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playsound(src, 'sound/weapons/resonator_blast.ogg', 100, 1, -1)
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//Eel stuff
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/obj/item/weapon/material/twohanded/fireaxe/scythe/harvester
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name = "Scaled Scythe"
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desc = "A scythe cladded in dream eel scales, allowing for better defense at the cost of offense."
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force_wielded = 18
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force_divisor = 0.3 // 18 with hardness 60 (steel)
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unwielded_force_divisor = 0.10
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var/defend_chance = 50
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var/projectile_parry_chance = 50
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/obj/item/clothing/suit/armor/alien/dreamercloak
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name = "Dreamer Cloak"
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desc = "A strange cloak, something about it feels off."
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icon = 'icons/inventory/accessory/item.dmi'
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icon_state = "seccloak" //custom sprite for this for sure.
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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block_chance = 35
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slowdown = -0.5
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//uggg, why isnt this apart of the base material melee weapons
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/obj/item/weapon/material/twohanded/fireaxe/scythe/harvester/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(.)
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return .
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if(default_parry_check(user, attacker, damage_source) && prob(defend_chance))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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return 1
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if(unique_parry_check(user, attacker, damage_source) && prob(projectile_parry_chance))
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user.visible_message("<span class='danger'>\The [user] deflects [attack_text] with \the [src]!</span>")
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return 1
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return 0
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/obj/item/clothing/gloves/toxinregen
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name = "purging gloves"
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desc = "A pair of gloves with a small storage of green liquid on the outside. On the inside, a a hypodermic needle can be seen \
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on each glove."
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icon_state = "regen"
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item_state = "graygloves"
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siemens_coefficient = 0
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
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/obj/item/clothing/gloves/toxinregen/equipped(var/mob/living/carbon/human/H)
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if(H && H.gloves == src)
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wearer = H
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if(wearer.can_feel_pain())
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to_chat(H, "<span class='danger'>You feel a stabbing sensation in your hands as you slide \the [src] on!</span>")
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wearer.custom_pain("You feel a sharp pain in your hands!",1)
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..()
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/obj/item/clothing/gloves/toxinregen/dropped(var/mob/living/carbon/human/H)
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..()
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if(wearer)
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if(wearer.can_feel_pain())
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to_chat(wearer, "<span class='danger'>You feel the hypodermic needles as you slide \the [src] off!</span>")
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wearer.custom_pain("Your hands hurt like hell!",1)
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wearer = null
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/obj/item/clothing/gloves/toxinregen/New()
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START_PROCESSING(SSobj, src)
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..()
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/obj/item/clothing/gloves/toxinregen/Destroy()
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wearer = null
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/clothing/gloves/toxinregen/process()
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if(!wearer || wearer.isSynthetic() || wearer.stat == DEAD || wearer.nutrition <= 10)
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return
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if(wearer.getToxLoss())
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wearer.adjustToxLoss(-0.5)
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