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- Added a 'time between ticks' status display for admins as well as this being calculated. - Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
106 lines
3.5 KiB
Plaintext
106 lines
3.5 KiB
Plaintext
/obj/item/stack/sheet/animalhide/human
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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icon_state = "sheet-hide"
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origin_tech = ""
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/obj/item/stack/sheet/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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origin_tech = ""
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/obj/item/stack/sheet/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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origin_tech = ""
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/obj/item/stack/sheet/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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origin_tech = ""
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/obj/item/stack/sheet/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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origin_tech = ""
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/obj/item/stack/sheet/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of it's hair, but still needs tanning."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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origin_tech = ""
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/obj/item/stack/sheet/wetleather
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name = "wet leather"
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desc = "This leather has been cleaned but still needs to be dried."
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singular_name = "wet leather piece"
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icon_state = "sheet-wetleather"
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origin_tech = ""
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var/wetness = 30 //Reduced when exposed to high temperautres
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var/drying_threshold_temperature = 500 //Kelvin to start drying
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/obj/item/stack/sheet/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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singular_name = "leather piece"
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icon_state = "sheet-leather"
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origin_tech = "materials=2"
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//Step one - dehairing.
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/obj/item/stack/sheet/animalhide/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if( istype(W, /obj/item/weapon/kitchenknife) || \
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istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
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istype(W, /obj/item/weapon/twohanded/fireaxe) || \
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istype(W, /obj/item/weapon/hatchet) )
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//visible message on mobs is defined as visible_message(var/message, var/self_message, var/blind_message)
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usr.visible_message("\blue \the [usr] starts cutting hair off \the [src]", "\blue You start cutting the hair off \the [src]", "You hear the sound of a knife rubbing against flesh")
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if(do_after(user,50))
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usr << "\blue You cut the hair from this [src.singular_name]"
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//Try locating an exisitng stack on the tile and add to there if possible
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for(var/obj/item/stack/sheet/hairlesshide/HS in usr.loc)
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if(HS.amount < 50)
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HS.amount++
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src.use(1)
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break
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//If it gets to here it means it did not find a suitable stack on the tile.
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var/obj/item/stack/sheet/hairlesshide/HS = new(usr.loc)
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HS.amount = 1
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src.use(1)
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else
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..()
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//Step two - washing..... it's actually in washing machine code.
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//Step three - drying
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/obj/item/stack/sheet/wetleather/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature >= drying_threshold_temperature)
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wetness--
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if(wetness == 0)
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//Try locating an exisitng stack on the tile and add to there if possible
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for(var/obj/item/stack/sheet/leather/HS in src.loc)
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if(HS.amount < 50)
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HS.amount++
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src.use(1)
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wetness = initial(wetness)
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break
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//If it gets to here it means it did not find a suitable stack on the tile.
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var/obj/item/stack/sheet/leather/HS = new(src.loc)
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HS.amount = 1
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wetness = initial(wetness)
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src.use(1) |