Mario Galaxy reference ohmygawd
This commit is contained in:
ReoDaProtovali
2024-09-20 01:43:25 -05:00
parent 4b4fb45e6d
commit ae6be866e9
7 changed files with 117 additions and 0 deletions
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///////////////////////
//Meteor types
///////////////////////
//Starbit reference
/obj/effect/meteor/starbit
name = "glittery comet"
desc = "A sparkling mass of crystalized spacedust. ...It looks oddly tasty?"
hits = 1
hitpwr = 1
dropamt = 5
threat = 1
meteorsound = 'GainStation13/sound/effects/star.wav'
meteordrop = list(/obj/item/stack/ore/glass)
var/starbits = 3
/obj/effect/meteor/starbit/Initialize(mapload, target)
. = ..()
dropamt = rand(3,7) //Random amount of bits...
/obj/effect/meteor/starbit/Move()
. = ..()
if(.)
new /obj/effect/temp_visual/telekinesis(get_turf(src))
/obj/effect/meteor/starbit/ram_turf(turf/T) //Sometimes it'll leave behind bits as it goes
if(isspaceturf(T))
return
if(starbits <= 4)
return
if(prob(5))
starbits--
var/thing_to_spawn = pick(meteordrop)
new thing_to_spawn(T)
/obj/effect/meteor/proc/get_hit()
hits--
if(hits <= 0)
make_debris()
meteor_effect()
qdel(src)
else
if(starbits <= 4) //If it doesnt break, it could still drop bits...
if(!prob(5))
return
starbits--
var/thing_to_spawn = pick(meteordrop)
new thing_to_spawn(T)
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// Starbits from Super Mario Galaxy! Had this idea while watching someone do a playthrough in a discord stream.
// ~~Starbits~~ Stellar Pieces:tm: drop from meteor-like comets which leave a handful behind when they impact, while
// also not actually dealing any damage to whatever they impact.
/obj/item/reagent_containers/food/snacks/starbit
name = "stellar piece" //PlzDontSueMeNintendo
desc = "A small bit of crystalized stellar sugar. They're a rare delicacy that sometimes form under particular conditions inside of comets"
// I had help creating these sprites because Im worthless at doing sprites from scratch.
// Special thanks to @foxtsra on discord!
// -Reo
icon = "GainStation13/icons/obj/starbit.dmi"
icon_state = "bit"
bitesize = 4
list_reagents = list(/datum/reagent/consumable/sugar = 1, /datum/reagent/consumable/stellarsugar = 5)
/obj/item/reagent_containers/food/snacks/starbit/initialize(mapload, var/bit_color)
. = ..()
if(!bit_color) // Color wasnt specified, lets become a random color.
bit_color = pick(list( // These are the colors starbits can be naturally in SMG.
"red", // so they're also the colors we can naturally be in spess.
"blue",
"purple",
"yellow",
"green",
"white",
))
switch(bit_color)
if("red")
color = "#f22604" // Red / Orange. I think it's red, but it seems to be offically labled as orange..
if("blue")
color = "#097bf6" // Blue.
if("purple")
color = "#a210e0" // Purple.
if("yellow")
color = "#e0bf10" // Yellow.
if("green")
color = "#10e026" // Green.
if("white")
color = "#e0e0e0" // White... I was considering leaving it unmodified, but this makes it contrast a bit better.
else
color = bit_color // Some other color.
add_overlay(bit_glimmer)
return
desc += "\nThis one seems to be [bit_color]."
add_overlay("bit_glimmer")
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// This file contains anything that'd go in food_reagents.dm but is unique to GainStation. For modularity's sake.
/datum/reagent/consumable/stellarsugar //Starbit Essence.
name = "Stellar Sugar"
desc = "An edible substance formed by extremely unlikely celestial events, ground into a powder. A rare delicacy!"
reagent_state = SOLID
color = "#722be3"
taste_mult = 5 // It's rare... and has a pretty powerful (albeit positive) presence!
nutriment_factor = 10 * REAGENTS_METABOLISM
metabolization_rate = 2 * REAGENTS_METABOLISM
taste_description = "distant cosmos"
value = 7 // It's not easy to get a lot of this stuff... so it sells for about as much as meth.