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CHOMPStation2/modular_chomp/code/modules/exploration/tyr_tribal_gear.dm
FluffMedic 9200a2ee9b Anomalous Valley Of Tyr (#9039)
Co-authored-by: Kashargul <KashL@t-online.de>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2024-10-06 22:01:45 +02:00

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#define MAT_TYRWOOD "petrified wood"
#define MAT_WAGATE "weathered agate"
//Hello, welcome to the tyr outsider content.
//We're going to have some oddities here.
//Two-ish tiers. The first tier is made from natural stuff around the caverns.
//Tier 2 armor is made from the hides and such from the dangerous wildlife.
//Whilst weapons have parts from the wildlife, and the alien ruins.
//tier 1
//Agate and wood for weapons
//cloth and something else is used for armor
//tier 2
//monster flesh for armor
//agate, alien props, and monster bits for weapons.
/datum/material/wood/tyr
name = MAT_TYRWOOD
stack_type = /obj/item/stack/material/wood/tyr
icon_colour = "#808080" // grey-ish
stack_origin_tech = list(TECH_MATERIAL = 8, TECH_BIO = 2)
/obj/item/stack/material/wood/tyr
name = "petrified bark"
color = "#808080"
default_type = MAT_TYRWOOD
/datum/material/weathered_agate
name = MAT_WAGATE
display_name = "weathered agate"
use_name = "weather agate"
icon_colour = "#FF3300"
stack_type = /obj/item/stack/material/weathered_agate
flags = MATERIAL_UNMELTABLE
cut_delay = 60
reflectivity = 0
conductivity = 1
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
stack_origin_tech = list(TECH_ARCANE = 1)
sheet_singular_name = "gem"
sheet_plural_name = "gems"
supply_conversion_value = 40 // These are hilariously rare.
icon_base = "stone"
table_icon_base = "stone"
/obj/item/stack/material/weathered_agate
name = "weathered agate"
icon_state = "sheet-void_opal"
singular_name = "weathered agate"
default_type = "weathered agate"
/obj/item/reagent_containers/food/snacks/weatherlily
name = "strange leaves"
desc = "A strange flower producing an odd substance."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "leaves"
bitesize = 1
/obj/item/reagent_containers/food/snacks/weatherlily/Initialize()
. = ..()
//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
reagents.add_reagent("luminol",1)
reagents.add_reagent("protein",1)
//The source of the materials
/obj/structure/outcrop/weathered_gate
name = "outcrop"
desc = "A boring rocky outcrop."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
density = TRUE
throwpass = 1
climbable = TRUE
anchored = TRUE
icon_state = "outcrop"
mindrop = 3
upperdrop = 8
outcropdrop = /obj/item/stack/material/weathered_agate
/obj/structure/flora/tyr
name = "flora"
desc = "A strange plant."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
randomize_size = TRUE
removal_tool = /obj/item/shovel
harvest_tool = /obj/item/material/knife
harvest_count = 0
destroy_on_harvest = FALSE
randomize_harvest_count = FALSE
max_harvests = 3
harvest_loot = list(/obj/item/stack/material/fiber = 1)
/obj/structure/flora/tyr/stonetree
name = "flora"
desc = "A strange plant."
icon_state = "stonetree"
harvest_loot = list(/obj/item/stack/material/wood/tyr = 1)
/obj/structure/flora/tyr/lilly
name = "flora"
desc = "A strange plant."
icon_state = "lilly"
harvest_loot = list(/obj/item/reagent_containers/food/snacks/weatherlily = 1)
/obj/structure/flora/tyr/flowers
name = "flora"
desc = "A strange plant."
icon_state = "tyrflora"
/obj/structure/flora/tyr/flowers/New()
..()
icon_state = "tyrflora[rand(1, 5)]gb"
//tier 2
/obj/item/reagent_containers/food/snacks/ant
name = "ant meat"
desc = "A slice from a strange beast"
icon_state = "meat"
center_of_mass_x = 17 //CHOMPEdit
center_of_mass_y= 16 //CHOMPEdit
nutriment_amt = 3
nutriment_desc = list("protein" = 4)
bitesize = 2
/obj/item/reagent_containers/food/snacks/mutatedmeat/Initialize()
. = ..()
reagents.add_reagent("protein", 4)
/obj/item/prop/alien/prototype
name = "alien prototype"
desc = "You have no idea what this thing does."
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "crystal"
w_class = ITEMSIZE_SMALL
var/static/list/possible_states = list("crystal", "generator","core", "hilt")
var/static/list/possible_tech = list(TECH_MATERIAL, TECH_ENGINEERING, TECH_PHORON, TECH_POWER, TECH_BIO, TECH_COMBAT, TECH_MAGNET, TECH_DATA)
/obj/item/prop/alien/prototype/Initialize()
. = ..()
icon_state = pick(possible_states)
var/list/techs = possible_tech.Copy()
origin_tech = list()
for(var/i = 1 to rand(1, 4))
var/new_tech = pick(techs)
techs -= new_tech
origin_tech[new_tech] = rand(3, 11)
origin_tech[TECH_PRECURSOR] = rand(0,3)
/* Yoinked for refrence
/obj/item/arrow/standard
name = "arrow"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/guns/projectile/bows.dmi'
icon_state = "arrow"
item_state = "bolt"
throwforce = 8
w_class = ITEMSIZE_NORMAL
sharp = TRUE
edge = FALSE
*/
//So, going to have three/four intended source of damage
//Bows,a hammer, and a sword for certian. Debating spear or throwing weapon.
//From what I can tell, standard arrows deal 8 damage but have good range although strage ammo and slower
//As I type this, just going to go with spear.
//Hammer has a slower attack but thwacks harder.
//spear gets reach
//sword middling damage
//Tier 1 gear
/obj/item/melee/agate_spear
name = "makeshift spear"
desc = "A spear made from strange wood and gemstones"
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "agate_spear"
force = 12
reach = 2
/* item_icons = list(
slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
)*/
/obj/item/melee/agate_sword
name = "makeshift sword"
desc = "A sword made from strange wood and gemstones"
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "agate_sword"
/* item_icons = list(
slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
)*/
force = 15
/obj/item/melee/agate_hammer
name = "makeshift hammer"
desc = "A hammer made from strange wood and gemstones"
icon = 'modular_chomp/icons/obj/tribal_gear.dmi'
icon_state = "agate_hammer"
/* item_icons = list(
slot_l_hand_str = 'modular_chomp/icons/mob/items/lefthand_melee.dmi',
slot_r_hand_str = 'modular_chomp/icons/mob/items/righthand_melee.dmi',
)*/
force = 40
attackspeed = 24 //Base attack speed is 8. So this is three times slower. 1 second equals 10.
/obj/item/clothing/suit/armor/tyrtribalcloak
name = "leaf cloak"
desc = "A strange cloak made of leaves and fiber. A strange residue resides upon the equipment"
slowdown = 0.2
icon = 'modular_chomp/icons/mob/tribal_gear.dmi'
icon_override = 'modular_chomp/icons/mob/tribal_gear.dmi'
icon_state = "lilly_cloak"
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.
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Head be vunerable but cloak covers the other bits.
var/block_chance = 20
/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")
if(prob(block_chance))
user.visible_message(span_danger("\The [src] completely deflects [attack_text]!"))
return TRUE
return FALSE
//Placeholder placing here, but the special items found in the strange vaults of tyr.
//Starry Night
//ehh either making custom medicells later or some fancy science tool
//Blizzard
/obj/item/tool/wirecutters/hybrid/alien
toolspeed = 0.2
/obj/item/tool/wrench/hybrid/alien
toolspeed = 0.2
/obj/item/tool/crowbar/hybrid/alien
toolspeed = 0.2
/obj/item/tool/screwdriver/hybrid/alien
toolspeed = 0.2
/obj/item/weldingtool/experimental/hybrid/alien
eye_safety_modifier = 0
//Rad Storm
/obj/item/pickaxe/diamonddrill/alien
name = "strane mining drill"
icon_state = "diamonddrill"
item_state = "jackhammer"
digspeed = 6
sand_dig = TRUE
reach = 3 //proabaly useless but someone may utilize it.
color = "#FF3300"
//Blood Moon
/obj/item/melee/energy/sword/dualsaber
name = "dual energy sword"
desc = "May the force be within you."
active_force = 40
active_armourpen = 70
active_throwforce = 40
icon_state = "dualsaber"
item_state = "dualsaber"
sharp = TRUE
edge = TRUE
can_cleave = TRUE
colorable = TRUE
defend_chance = 65
//Five player check
/obj/item/shield_projector/rectangle/automatic/tyrvault
shield_health = 250
max_shield_health = 250
shield_regen_delay = 600 SECONDS
shield_regen_amount = 50
size_x = 4
size_y = 4
color = "#FF3300"
high_color = "#FF3300"
low_color = "#F08F4F"