/**********************Mineral ores**************************/ /obj/item/weapon/ore name = "Rock" icon = 'icons/obj/mining.dmi' icon_state = "ore2" var/material=null var/datum/geosample/geologic_data /obj/item/weapon/ore/uranium name = "Uranium ore" icon_state = "Uranium ore" origin_tech = "materials=5" material="uranium" /obj/item/weapon/ore/iron name = "Iron ore" icon_state = "Iron ore" origin_tech = "materials=1" material="iron" /obj/item/weapon/ore/glass name = "Sand" icon_state = "Glass ore" origin_tech = "materials=1" material="glass" attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist var/location = get_turf(user) for(var/obj/item/weapon/ore/glass/sandToConvert in location) new /obj/item/stack/sheet/mineral/sandstone(location) qdel(sandToConvert) new /obj/item/stack/sheet/mineral/sandstone(location) del(src) /obj/item/weapon/ore/plasma name = "Plasma ore" icon_state = "Plasma ore" origin_tech = "materials=2" material="plasma" /obj/item/weapon/ore/silver name = "Silver ore" icon_state = "Silver ore" origin_tech = "materials=3" material="silver" /obj/item/weapon/ore/gold name = "Gold ore" icon_state = "Gold ore" origin_tech = "materials=4" material="gold" /obj/item/weapon/ore/diamond name = "Diamond ore" icon_state = "Diamond ore" origin_tech = "materials=6" material="diamond" /obj/item/weapon/ore/clown name = "Bananium ore" icon_state = "Clown ore" origin_tech = "materials=4" material="clown" /obj/item/weapon/ore/slag name = "Slag" desc = "Completely useless" icon_state = "slag" /obj/item/weapon/twohanded/required/gibtonite name = "Gibtonite ore" desc = "Extremely explosive if struck with mining equipment, Gibtonite is often used by miners to speed up their work by using it as a mining charge. This material is illegal to possess by unauthorized personnel under space law." icon = 'icons/obj/mining.dmi' icon_state = "Gibtonite ore" item_state = "Gibtonite ore" w_class = 4 throw_range = 0 anchored = 1 //Forces people to carry it by hand, no pulling! var/primed = 0 var/det_time = 100 var/quality = 1 //How pure this gibtonite is, determines the explosion produced by it and is derived from the det_time of the rock wall it was taken from, higher value = better /obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user) if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator)) GibtoniteReaction(user) return if(istype(I, /obj/item/device/mining_scanner) && primed) primed = 0 user.visible_message("The chain reaction was stopped! ...The ore's quality went down.") icon_state = "Gibtonite ore" quality = 1 return ..() /obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P) if(istype(P, /obj/item/projectile/bullet)) GibtoniteReaction(P.firer) ..() /obj/item/weapon/twohanded/required/gibtonite/ex_act() GibtoniteReaction(triggered_by_explosive = 1) /obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0) if(!primed) playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1) primed = 1 icon_state = "Gibtonite active" var/turf/bombturf = get_turf(src) var/area/A = get_area(bombturf) var/notify_admins = 0 if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel notify_admins = 1 if(notify_admins) if(triggered_by_explosive) message_admins("An explosion has triggered a [name] to detonate at [A.name] (JMP).") else message_admins("[key_name(usr)]? has triggered a [name] to detonate at [A.name] (JMP).") if(triggered_by_explosive) log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") else user.visible_message("[user] strikes the [src], causing a chain reaction!") log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])") spawn(det_time) if(primed) switch(quality) if(1) explosion(src.loc,-1,1,3,adminlog = notify_admins) if(2) explosion(src.loc,1,2,5,adminlog = notify_admins) if(3) explosion(src.loc,2,4,9,adminlog = notify_admins) del(src) /obj/item/weapon/ore/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/ore/ex_act() return /obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/device/core_sampler)) var/obj/item/device/core_sampler/C = W C.sample_item(src, user) else return ..() /*****************************Coin********************************/ /obj/item/weapon/coin icon = 'icons/obj/items.dmi' name = "Coin" icon_state = "coin" flags = FPRINT | TABLEPASS| CONDUCT force = 0.0 throwforce = 0.0 w_class = 1.0 var/string_attached var/material="iron" // Ore ID, used with coinbags. var/credits = 0 // How many credits is this coin worth? /obj/item/weapon/coin/New() pixel_x = rand(0,16)-8 pixel_y = rand(0,8)-8 /obj/item/weapon/coin/gold name = "Gold coin" icon_state = "coin_gold" credits = 10 /obj/item/weapon/coin/silver name = "Silver coin" icon_state = "coin_silver" credits = 5 /obj/item/weapon/coin/diamond name = "Diamond coin" icon_state = "coin_diamond" credits = 25 /obj/item/weapon/coin/iron name = "Iron coin" icon_state = "coin_iron" credits = 1 /obj/item/weapon/coin/plasma name = "Solid plasma coin" icon_state = "coin_plasma" credits = 5 /obj/item/weapon/coin/uranium name = "Uranium coin" icon_state = "coin_uranium" credits = 25 /obj/item/weapon/coin/clown name = "Bananaium coin" icon_state = "coin_clown" credits = 1000 /obj/item/weapon/coin/adamantine name = "Adamantine coin" icon_state = "coin_adamantine" /obj/item/weapon/coin/mythril name = "Mythril coin" icon_state = "coin_mythril" /obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W,/obj/item/stack/cable_coil) ) var/obj/item/stack/cable_coil/CC = W if(string_attached) user << "\blue There already is a string attached to this coin." return if(CC.amount <= 0) user << "\blue This cable coil appears to be empty." del(CC) return overlays += image('icons/obj/items.dmi',"coin_string_overlay") string_attached = 1 user << "\blue You attach a string to the coin." CC.use(1) else if(istype(W,/obj/item/weapon/wirecutters) ) if(!string_attached) ..() return var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc) CC.amount = 1 // CC.updateicon() overlays = list() string_attached = null user << "\blue You detach the string from the coin." else ..()