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Co-authored-by: Kashargul <KashL@t-online.de> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
284 lines
8.5 KiB
Plaintext
284 lines
8.5 KiB
Plaintext
#define MAT_TYRWOOD "petrified wood"
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#define MAT_WAGATE "weathered agate"
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//Hello, welcome to the tyr outsider content.
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//We're going to have some oddities here.
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//Two-ish tiers. The first tier is made from natural stuff around the caverns.
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//Tier 2 armor is made from the hides and such from the dangerous wildlife.
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//Whilst weapons have parts from the wildlife, and the alien ruins.
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//tier 1
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//Agate and wood for weapons
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//cloth and something else is used for armor
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//tier 2
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//monster flesh for armor
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//agate, alien props, and monster bits for weapons.
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/datum/material/wood/tyr
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name = MAT_TYRWOOD
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stack_type = /obj/item/stack/material/wood/tyr
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icon_colour = "#808080" // grey-ish
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stack_origin_tech = list(TECH_MATERIAL = 8, TECH_BIO = 2)
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/obj/item/stack/material/wood/tyr
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name = "petrified bark"
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color = "#808080"
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default_type = MAT_TYRWOOD
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/datum/material/weathered_agate
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name = MAT_WAGATE
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display_name = "weathered agate"
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use_name = "weather agate"
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icon_colour = "#FF3300"
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stack_type = /obj/item/stack/material/weathered_agate
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flags = MATERIAL_UNMELTABLE
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cut_delay = 60
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reflectivity = 0
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conductivity = 1
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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stack_origin_tech = list(TECH_ARCANE = 1)
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sheet_singular_name = "gem"
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sheet_plural_name = "gems"
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supply_conversion_value = 40 // These are hilariously rare.
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icon_base = "stone"
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table_icon_base = "stone"
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/obj/item/stack/material/weathered_agate
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name = "weathered agate"
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icon_state = "sheet-void_opal"
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singular_name = "weathered agate"
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default_type = "weathered agate"
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/obj/item/reagent_containers/food/snacks/weatherlily
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name = "strange leaves"
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desc = "A strange flower producing an odd substance."
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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icon_state = "leaves"
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bitesize = 1
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/obj/item/reagent_containers/food/snacks/weatherlily/Initialize()
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. = ..()
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//reagents.add_reagent("amatoxin", 1) I want this for lore of this being a strange bioenginered thing to mess with organic things buuuut it's one of two food sources
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reagents.add_reagent("luminol",1)
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reagents.add_reagent("protein",1)
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//The source of the materials
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/obj/structure/outcrop/weathered_gate
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name = "outcrop"
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desc = "A boring rocky outcrop."
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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density = TRUE
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throwpass = 1
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climbable = TRUE
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anchored = TRUE
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icon_state = "outcrop"
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mindrop = 3
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upperdrop = 8
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outcropdrop = /obj/item/stack/material/weathered_agate
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/obj/structure/flora/tyr
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name = "flora"
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desc = "A strange plant."
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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randomize_size = TRUE
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removal_tool = /obj/item/shovel
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harvest_tool = /obj/item/material/knife
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harvest_count = 0
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destroy_on_harvest = FALSE
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randomize_harvest_count = FALSE
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max_harvests = 3
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harvest_loot = list(/obj/item/stack/material/fiber = 1)
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/obj/structure/flora/tyr/stonetree
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name = "flora"
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desc = "A strange plant."
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icon_state = "stonetree"
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harvest_loot = list(/obj/item/stack/material/wood/tyr = 1)
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/obj/structure/flora/tyr/lilly
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name = "flora"
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desc = "A strange plant."
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icon_state = "lilly"
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harvest_loot = list(/obj/item/reagent_containers/food/snacks/weatherlily = 1)
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/obj/structure/flora/tyr/flowers
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name = "flora"
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desc = "A strange plant."
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icon_state = "tyrflora"
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/obj/structure/flora/tyr/flowers/New()
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..()
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icon_state = "tyrflora[rand(1, 5)]gb"
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//tier 2
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/obj/item/reagent_containers/food/snacks/ant
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name = "ant meat"
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desc = "A slice from a strange beast"
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icon_state = "meat"
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center_of_mass_x = 17 //CHOMPEdit
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center_of_mass_y= 16 //CHOMPEdit
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nutriment_amt = 3
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nutriment_desc = list("protein" = 4)
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bitesize = 2
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/obj/item/reagent_containers/food/snacks/mutatedmeat/Initialize()
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. = ..()
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reagents.add_reagent("protein", 4)
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/obj/item/prop/alien/prototype
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name = "alien prototype"
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desc = "You have no idea what this thing does."
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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icon_state = "crystal"
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w_class = ITEMSIZE_SMALL
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var/static/list/possible_states = list("crystal", "generator","core", "hilt")
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var/static/list/possible_tech = list(TECH_MATERIAL, TECH_ENGINEERING, TECH_PHORON, TECH_POWER, TECH_BIO, TECH_COMBAT, TECH_MAGNET, TECH_DATA)
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/obj/item/prop/alien/prototype/Initialize()
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. = ..()
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icon_state = pick(possible_states)
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var/list/techs = possible_tech.Copy()
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origin_tech = list()
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for(var/i = 1 to rand(1, 4))
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var/new_tech = pick(techs)
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techs -= new_tech
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origin_tech[new_tech] = rand(3, 11)
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origin_tech[TECH_PRECURSOR] = rand(0,3)
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/* Yoinked for refrence
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/obj/item/arrow/standard
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name = "arrow"
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desc = "It's got a tip for you - get the point?"
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icon = 'icons/obj/guns/projectile/bows.dmi'
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icon_state = "arrow"
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item_state = "bolt"
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throwforce = 8
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w_class = ITEMSIZE_NORMAL
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sharp = TRUE
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edge = FALSE
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*/
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//So, going to have three/four intended source of damage
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//Bows,a hammer, and a sword for certian. Debating spear or throwing weapon.
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//From what I can tell, standard arrows deal 8 damage but have good range although strage ammo and slower
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//As I type this, just going to go with spear.
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//Hammer has a slower attack but thwacks harder.
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//spear gets reach
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//sword middling damage
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//Tier 1 gear
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/obj/item/melee/agate_spear
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name = "makeshift spear"
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desc = "A spear made from strange wood and gemstones"
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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icon_state = "agate_spear"
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force = 12
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reach = 2
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/* item_icons = list(
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slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
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)*/
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/obj/item/melee/agate_sword
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name = "makeshift sword"
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desc = "A sword made from strange wood and gemstones"
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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icon_state = "agate_sword"
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/* item_icons = list(
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slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
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)*/
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force = 15
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/obj/item/melee/agate_hammer
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name = "makeshift hammer"
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desc = "A hammer made from strange wood and gemstones"
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icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
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icon_state = "agate_hammer"
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/* item_icons = list(
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slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
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slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
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)*/
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force = 40
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attackspeed = 24 //Base attack speed is 8. So this is three times slower. 1 second equals 10.
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/obj/item/clothing/suit/armor/tyrtribalcloak
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name = "leaf cloak"
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desc = "A strange cloak made of leaves and fiber. A strange residue resides upon the equipment"
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slowdown = 0.2
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icon = 'modular_chomp/icons/mob/tribal_gear.dmi'
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icon_override = 'modular_chomp/icons/mob/tribal_gear.dmi'
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icon_state = "lilly_cloak"
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 60, rad = 60) //Seemingly medicore, but tack on the 20% chance to completly negate something and you get something that is average.
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Head be vunerable but cloak covers the other bits.
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var/block_chance = 20
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/obj/item/clothing/suit/armor/tyrtribalcloak/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(prob(block_chance))
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user.visible_message(span_danger("\The [src] completely deflects [attack_text]!"))
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return TRUE
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return FALSE
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//Placeholder placing here, but the special items found in the strange vaults of tyr.
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//Starry Night
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//ehh either making custom medicells later or some fancy science tool
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//Blizzard
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/obj/item/tool/wirecutters/hybrid/alien
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toolspeed = 0.2
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/obj/item/tool/wrench/hybrid/alien
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toolspeed = 0.2
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/obj/item/tool/crowbar/hybrid/alien
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toolspeed = 0.2
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/obj/item/tool/screwdriver/hybrid/alien
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toolspeed = 0.2
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/obj/item/weldingtool/experimental/hybrid/alien
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eye_safety_modifier = 0
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//Rad Storm
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/obj/item/pickaxe/diamonddrill/alien
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name = "strane mining drill"
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icon_state = "diamonddrill"
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item_state = "jackhammer"
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digspeed = 6
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sand_dig = TRUE
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reach = 3 //proabaly useless but someone may utilize it.
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color = "#FF3300"
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//Blood Moon
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/obj/item/melee/energy/sword/dualsaber
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name = "dual energy sword"
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desc = "May the force be within you."
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active_force = 40
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active_armourpen = 70
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active_throwforce = 40
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icon_state = "dualsaber"
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item_state = "dualsaber"
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sharp = TRUE
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edge = TRUE
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can_cleave = TRUE
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colorable = TRUE
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defend_chance = 65
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//Five player check
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/obj/item/shield_projector/rectangle/automatic/tyrvault
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shield_health = 250
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max_shield_health = 250
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shield_regen_delay = 600 SECONDS
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shield_regen_amount = 50
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size_x = 4
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size_y = 4
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color = "#FF3300"
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high_color = "#FF3300"
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low_color = "#F08F4F"
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