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CHOMPStation2/modular_chomp/code/datums/crafting/items.dm
2024-02-21 18:07:24 +01:00

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