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https://github.com/PolarisSS13/Polaris.git
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•There's huge bugs with the large beaker bottles but I need to do some testing on them before I can continue. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1989 316c924e-a436-60f5-8080-3fe189b3f50e
252 lines
5.4 KiB
Plaintext
252 lines
5.4 KiB
Plaintext
/**********************Mineral ores**************************/
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/obj/item/weapon/ore
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name = "Rock"
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icon = 'Mining.dmi'
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icon_state = "ore"
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/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if (istype(W, /obj/item/weapon/satchel))
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var/obj/item/weapon/satchel/S = W
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if (S.mode == 1)
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for (var/obj/item/weapon/ore/O in locate(src.x,src.y,src.z))
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if (S.contents.len < S.capacity)
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S.contents += O;
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else
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user << "\blue The satchel is full."
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return
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user << "\blue You pick up all the ores."
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else
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if (S.contents.len < S.capacity)
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S.contents += src;
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else
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user << "\blue The satchel is full."
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return
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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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/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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/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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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/sandstone(location)
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del(sandToConvert)
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new /obj/item/stack/sheet/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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/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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/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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/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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/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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/obj/item/weapon/ore/adamantine
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name = "Adamantine ore"
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icon_state = "Adamantine ore"
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origin_tech = "materials=5"
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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/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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/*****************************Coin********************************/
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/obj/item/weapon/coin
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icon = '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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/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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/obj/item/weapon/coin/silver
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name = "Silver coin"
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icon_state = "coin_silver"
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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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/obj/item/weapon/coin/iron
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name = "Iron coin"
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icon_state = "coin_iron"
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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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/obj/item/weapon/coin/uranium
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name = "Uranium coin"
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icon_state = "coin_uranium"
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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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/obj/item/weapon/coin/adamantine
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name = "Adamantine coin"
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icon_state = "coin_adamantine"
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/******************************Materials****************************/
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/obj/item/stack/sheet/gold
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name = "gold"
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icon_state = "sheet-gold"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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/obj/item/stack/sheet/gold/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/* recipes = gold_recipes //Commenting out until there's a proper sprite. The golden plaque is supposed to be a special item dedicated to a really good player. -Agouri
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var/global/list/datum/stack_recipe/gold_recipes = list ( \
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new/datum/stack_recipe("Plaque", /obj/item/weapon/plaque_assembly, 2), \
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)*/
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/obj/item/stack/sheet/silver
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name = "silver"
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icon_state = "sheet-silver"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=3"
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perunit = 2000
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/obj/item/stack/sheet/silver/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/obj/item/stack/sheet/diamond
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name = "diamond"
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icon_state = "sheet-diamond"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_range = 3
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origin_tech = "materials=6"
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perunit = 3750
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/obj/item/stack/sheet/diamond/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4
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/obj/item/stack/sheet/uranium
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name = "Uranium block"
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icon_state = "sheet-uranium"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=5"
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perunit = 2000
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/obj/item/stack/sheet/enruranium
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name = "Enriched Uranium block"
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icon_state = "sheet-enruranium"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=5"
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perunit = 1000
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/obj/item/stack/sheet/plasma
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name = "solid plasma"
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icon_state = "sheet-plasma"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "plasmatech=2;materials=2"
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perunit = 2000
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/obj/item/stack/sheet/adamantine
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name = "adamantine"
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icon_state = "sheet-adamantine"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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/obj/item/stack/sheet/clown
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name = "bananium"
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icon_state = "sheet-clown"
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force = 5.0
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throwforce = 5
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w_class = 3.0
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throw_speed = 3
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throw_range = 3
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origin_tech = "materials=4"
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perunit = 2000
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/obj/item/stack/sheet/clown/New(loc,amount)
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..()
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pixel_x = rand(0,4)-4
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pixel_y = rand(0,4)-4 |