mirror of
https://github.com/ParadiseSS13/Paradise.git
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238 lines
6.9 KiB
Plaintext
238 lines
6.9 KiB
Plaintext
/**********************Mineral ores**************************/
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/obj/item/weapon/ore
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name = "Rock"
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icon = 'icons/obj/mining.dmi'
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icon_state = "ore2"
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var/material=null
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var/datum/geosample/geologic_data
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/obj/item/weapon/ore/uranium
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name = "Uranium ore"
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icon_state = "Uranium ore"
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origin_tech = "materials=5"
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material="uranium"
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/obj/item/weapon/ore/iron
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name = "Iron ore"
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icon_state = "Iron ore"
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origin_tech = "materials=1"
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material="iron"
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/obj/item/weapon/ore/glass
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name = "Sand"
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icon_state = "Glass ore"
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origin_tech = "materials=1"
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material="glass"
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attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
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var/location = get_turf(user)
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for(var/obj/item/weapon/ore/glass/sandToConvert in location)
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new /obj/item/stack/sheet/mineral/sandstone(location)
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qdel(sandToConvert)
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new /obj/item/stack/sheet/mineral/sandstone(location)
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del(src)
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/obj/item/weapon/ore/plasma
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name = "Plasma ore"
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icon_state = "Plasma ore"
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origin_tech = "materials=2"
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material="plasma"
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/obj/item/weapon/ore/silver
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name = "Silver ore"
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icon_state = "Silver ore"
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origin_tech = "materials=3"
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material="silver"
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/obj/item/weapon/ore/gold
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name = "Gold ore"
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icon_state = "Gold ore"
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origin_tech = "materials=4"
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material="gold"
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/obj/item/weapon/ore/diamond
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name = "Diamond ore"
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icon_state = "Diamond ore"
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origin_tech = "materials=6"
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material="diamond"
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/obj/item/weapon/ore/clown
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name = "Bananium ore"
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icon_state = "Clown ore"
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origin_tech = "materials=4"
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material="clown"
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/obj/item/weapon/ore/slag
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name = "Slag"
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desc = "Completely useless"
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icon_state = "slag"
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/obj/item/weapon/twohanded/required/gibtonite
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name = "Gibtonite ore"
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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."
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icon = 'icons/obj/mining.dmi'
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icon_state = "Gibtonite ore"
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item_state = "Gibtonite ore"
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w_class = 4
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throw_range = 0
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anchored = 1 //Forces people to carry it by hand, no pulling!
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var/primed = 0
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var/det_time = 100
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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
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/obj/item/weapon/twohanded/required/gibtonite/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/pickaxe) || istype(I, /obj/item/weapon/resonator))
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GibtoniteReaction(user)
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return
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if(istype(I, /obj/item/device/mining_scanner) && primed)
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primed = 0
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user.visible_message("<span class='notice'>The chain reaction was stopped! ...The ore's quality went down.</span>")
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icon_state = "Gibtonite ore"
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quality = 1
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return
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..()
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/obj/item/weapon/twohanded/required/gibtonite/bullet_act(var/obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/bullet))
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GibtoniteReaction(P.firer)
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..()
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/obj/item/weapon/twohanded/required/gibtonite/ex_act()
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GibtoniteReaction(triggered_by_explosive = 1)
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/obj/item/weapon/twohanded/required/gibtonite/proc/GibtoniteReaction(mob/user, triggered_by_explosive = 0)
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if(!primed)
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playsound(src,'sound/effects/hit_on_shattered_glass.ogg',50,1)
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primed = 1
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icon_state = "Gibtonite active"
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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var/notify_admins = 0
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if(z != 5)//Only annoy the admins ingame if we're triggered off the mining zlevel
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notify_admins = 1
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if(notify_admins)
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if(triggered_by_explosive)
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message_admins("An explosion has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
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else
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message_admins("[key_name(usr)]<A HREF='?_src_=holder;adminmoreinfo=\ref[usr]'>?</A> has triggered a [name] to detonate at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[bombturf.x];Y=[bombturf.y];Z=[bombturf.z]'>[A.name] (JMP)</a>.")
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if(triggered_by_explosive)
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log_game("An explosion has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
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else
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user.visible_message("<span class='warning'>[user] strikes the [src], causing a chain reaction!</span>")
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name]([bombturf.x],[bombturf.y],[bombturf.z])")
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spawn(det_time)
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if(primed)
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switch(quality)
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if(1)
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explosion(src.loc,-1,1,3,adminlog = notify_admins)
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if(2)
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explosion(src.loc,1,2,5,adminlog = notify_admins)
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if(3)
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explosion(src.loc,2,4,9,adminlog = notify_admins)
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del(src)
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/obj/item/weapon/ore/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/ore/ex_act()
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return
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/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/device/core_sampler))
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var/obj/item/device/core_sampler/C = W
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C.sample_item(src, user)
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else
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return ..()
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/*****************************Coin********************************/
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/obj/item/weapon/coin
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icon = 'icons/obj/items.dmi'
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name = "Coin"
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icon_state = "coin"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 0.0
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throwforce = 0.0
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w_class = 1.0
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var/string_attached
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var/material="iron" // Ore ID, used with coinbags.
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var/credits = 0 // How many credits is this coin worth?
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/obj/item/weapon/coin/New()
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pixel_x = rand(0,16)-8
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pixel_y = rand(0,8)-8
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/obj/item/weapon/coin/gold
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name = "Gold coin"
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icon_state = "coin_gold"
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credits = 10
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/obj/item/weapon/coin/silver
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name = "Silver coin"
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icon_state = "coin_silver"
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credits = 5
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/obj/item/weapon/coin/diamond
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name = "Diamond coin"
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icon_state = "coin_diamond"
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credits = 25
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/obj/item/weapon/coin/iron
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name = "Iron coin"
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icon_state = "coin_iron"
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credits = 1
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/obj/item/weapon/coin/plasma
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name = "Solid plasma coin"
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icon_state = "coin_plasma"
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credits = 5
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/obj/item/weapon/coin/uranium
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name = "Uranium coin"
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icon_state = "coin_uranium"
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credits = 25
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/obj/item/weapon/coin/clown
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name = "Bananaium coin"
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icon_state = "coin_clown"
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credits = 1000
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/obj/item/weapon/coin/adamantine
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name = "Adamantine coin"
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icon_state = "coin_adamantine"
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/obj/item/weapon/coin/mythril
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name = "Mythril coin"
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icon_state = "coin_mythril"
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/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack/cable_coil) )
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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user << "\blue There already is a string attached to this coin."
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return
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if(CC.amount <= 0)
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user << "\blue This cable coil appears to be empty."
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del(CC)
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return
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overlays += image('icons/obj/items.dmi',"coin_string_overlay")
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string_attached = 1
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user << "\blue You attach a string to the coin."
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CC.use(1)
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else if(istype(W,/obj/item/weapon/wirecutters) )
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if(!string_attached)
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..()
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return
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var/obj/item/stack/cable_coil/CC = new/obj/item/stack/cable_coil(user.loc)
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CC.amount = 1
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// CC.updateicon()
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overlays = list()
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string_attached = null
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user << "\blue You detach the string from the coin."
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else ..()
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