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/datum/prototype/material/bone
id = "bone"
name = "bone"
icon_colour = "#e6dfc8"
stack_type = /obj/item/stack/material/bone
icon_base = 'icons/turf/walls/stone_wall.dmi'
icon_reinf = 'icons/turf/walls/reinforced_mesh.dmi'
melting_point = T0C+300
sheet_singular_name = "fragment"
sheet_plural_name = "fragments"
explosion_resistance = 60
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_BIO = 7)
door_icon_base = "stone"
table_icon_base = "stone"
relative_integrity = 0.75
weight_multiplier = 0.75
density = 8 * 1
relative_conductivity = 0.1
relative_permeability = 0.07
relative_reactivity = 1
hardness = MATERIAL_RESISTANCE_MODERATE
toughness = MATERIAL_RESISTANCE_MODERATE
refraction = MATERIAL_RESISTANCE_NONE
absorption = MATERIAL_RESISTANCE_MODERATE
nullification = MATERIAL_RESISTANCE_NONE
material_constraints = MATERIAL_CONSTRAINT_RIGID
/datum/prototype/material/bone/generate_recipes()
. = ..()
. += create_stack_recipe_datum(
name = "bone roofing tile",
product = /obj/item/stack/tile/roofing/bone,
cost = 3,
amount = 4,
)
// todo: refactor, this just decons into fucking steel
. += create_stack_recipe_datum(
name = "bone table frame",
product = /obj/structure/table,
cost = 1,
time = 1 SECONDS,
)
. += create_stack_recipe_datum(
name = "bone crate",
product = /obj/structure/closet/crate/ashlander,
cost = 5,
time = 3 SECONDS,
)
. += create_stack_recipe_datum(category = "statues", name = "bone statue", product = /obj/structure/statue/bone, cost = 15, time = 2 SECONDS)
. += create_stack_recipe_datum(category = "statues", name = "skull statue", product = /obj/structure/statue/bone/skull, cost = 15, time = 2 SECONDS)
. += create_stack_recipe_datum(category = "statues", name = "half-skull statue", product = /obj/structure/statue/bone/skull/half, cost = 15, time = 2 SECONDS)
/datum/prototype/material/bone/wall_touch_special(var/turf/simulated/wall/W, var/mob/living/L)
var/mob/living/carbon/M = L
if(istype(M) && L.mind.isholy)
to_chat(M, "<span class = 'notice'>\The [W] shudders under your touch, starting to become porous.</span>")
playsound(W, 'sound/effects/attackblob.ogg', 50, 1)
if(do_after(L, 5 SECONDS))
spawn(2)
playsound(W, 'sound/effects/attackblob.ogg', 100, 1)
W.dismantle_wall()
return 1
return 0