mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 18:22:39 +00:00
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly. Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work. Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system. Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively. Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
95 lines
2.2 KiB
Plaintext
95 lines
2.2 KiB
Plaintext
/obj/item/weapon/ore
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name = "small rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore2"
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w_class = ITEMSIZE_SMALL
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var/datum/geosample/geologic_data
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var/material
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/obj/item/weapon/ore/uranium
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name = "pitchblende"
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icon_state = "ore_uranium"
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origin_tech = list(TECH_MATERIAL = 5)
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material = "uranium"
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/obj/item/weapon/ore/iron
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name = "hematite"
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icon_state = "ore_iron"
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origin_tech = list(TECH_MATERIAL = 1)
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material = "hematite"
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/obj/item/weapon/ore/coal
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name = "raw carbon"
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icon_state = "ore_coal"
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origin_tech = list(TECH_MATERIAL = 1)
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material = "carbon"
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/obj/item/weapon/ore/glass
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name = "sand"
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icon_state = "ore_glass"
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origin_tech = list(TECH_MATERIAL = 1)
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material = "sand"
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slot_flags = SLOT_HOLSTER
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// POCKET SAND!
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/obj/item/weapon/ore/glass/throw_impact(atom/hit_atom)
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..()
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var/mob/living/carbon/human/H = hit_atom
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if(istype(H) && H.has_eyes() && prob(85))
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H << "<span class='danger'>Some of \the [src] gets in your eyes!</span>"
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H.Blind(5)
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H.eye_blurry += 10
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spawn(1)
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if(istype(loc, /turf/)) qdel(src)
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/obj/item/weapon/ore/phoron
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name = "phoron crystals"
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icon_state = "ore_phoron"
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origin_tech = list(TECH_MATERIAL = 2)
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material = "phoron"
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/obj/item/weapon/ore/silver
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name = "native silver ore"
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icon_state = "ore_silver"
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origin_tech = list(TECH_MATERIAL = 3)
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material = "silver"
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/obj/item/weapon/ore/gold
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name = "native gold ore"
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icon_state = "ore_gold"
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origin_tech = list(TECH_MATERIAL = 4)
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material = "gold"
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/obj/item/weapon/ore/diamond
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name = "diamonds"
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icon_state = "ore_diamond"
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origin_tech = list(TECH_MATERIAL = 6)
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material = "diamond"
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/obj/item/weapon/ore/osmium
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name = "raw platinum"
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icon_state = "ore_platinum"
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material = "platinum"
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/obj/item/weapon/ore/hydrogen
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name = "raw hydrogen"
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icon_state = "ore_hydrogen"
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material = "mhydrogen"
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/obj/item/weapon/ore/slag
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name = "Slag"
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desc = "Someone screwed up..."
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icon_state = "slag"
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material = null
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/obj/item/weapon/ore/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/core_sampler))
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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else
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return ..() |