Updates to properly DA materials

This commit is contained in:
Kelenius
2015-05-23 15:21:11 +03:00
parent 3bdb5ff9ea
commit 5be2bd6a1b
3 changed files with 27 additions and 41 deletions
+3 -3
View File
@@ -27,8 +27,8 @@
desc = "A stack of sheets of [material.display_name]."
recipes = material.get_recipes()
stacktype = material.stack_type
origin_tech = material.stack_origin_tech
perunit = material.stack_per_sheet
origin_tech = material.stack_origin_tech.Copy()
perunit = SHEET_MATERIAL_AMOUNT
if(apply_colour)
color = material.icon_colour
@@ -42,7 +42,7 @@
for(var/material_string in material.composite_material)
matter[material_string] = material.composite_material[material_string]
else
matter[material.name] = material.stack_per_sheet
matter[material.name] = SHEET_MATERIAL_AMOUNT
return 1
obj/item/stack/material/iron
+24 -27
View File
@@ -58,12 +58,11 @@ var/list/name_to_material
var/destruction_desc = "breaks apart" // Fancy string for barricades/tables/objects exploding.
// Icons
var/icon_colour // Colour applied to products of this material.
var/icon_base = "metal" // Wall and table base icon tag. See header.
var/door_icon_base = "metal" // Door base icon tag. See header.
var/icon_reinf = "reinf_metal" // Overlay used
var/stack_origin_tech = "materials=1" // Research level for stacks.
var/stack_per_sheet = 2000 // perunit value for stacks.
var/icon_colour // Colour applied to products of this material.
var/icon_base = "metal" // Wall and table base icon tag. See header.
var/door_icon_base = "metal" // Door base icon tag. See header.
var/icon_reinf = "reinf_metal" // Overlay used
var/list/stack_origin_tech = list(TECH_MATERIAL = 1) // Research level for stacks.
// Attributes
var/cut_delay = 0 // Delay in ticks when cutting through this wall.
@@ -153,7 +152,7 @@ var/list/name_to_material
icon_reinf = "reinf_stone"
icon_colour = "#007A00"
weight = 22
stack_origin_tech = "materials=5"
stack_origin_tech = list(TECH_MATERIAL = 5)
door_icon_base = "stone"
/material/diamond
@@ -166,8 +165,7 @@ var/list/name_to_material
shard_type = SHARD_SHARD
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 100
stack_origin_tech = "materials=6"
stack_per_sheet = 3750
stack_origin_tech = list(TECH_MATERIAL = 6)
/material/gold
name = "gold"
@@ -175,7 +173,7 @@ var/list/name_to_material
icon_colour = "#EDD12F"
weight = 24
hardness = 40
stack_origin_tech = "materials=4"
stack_origin_tech = list(TECH_MATERIAL = 4)
/material/silver
name = "silver"
@@ -183,8 +181,8 @@ var/list/name_to_material
icon_colour = "#D1E6E3"
weight = 22
hardness = 50
stack_origin_tech = "materials=3"
stack_origin_tech = list(TECH_MATERIAL = 3)
/material/phoron
name = "phoron"
stack_type = /obj/item/stack/material/phoron
@@ -193,7 +191,7 @@ var/list/name_to_material
icon_colour = "#FC2BC5"
shard_type = SHARD_SHARD
hardness = 30
stack_origin_tech = "phorontech=2;materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2, TECH_PHORON = 2)
door_icon_base = "stone"
/material/stone
@@ -238,7 +236,7 @@ var/list/name_to_material
explosion_resistance = 25
hardness = 80
weight = 23
stack_origin_tech = "materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
/material/glass
@@ -262,12 +260,12 @@ var/list/name_to_material
ignition_point = 300
integrity = 200 // idk why but phoron windows are strong, so.
icon_colour = "#FC2BC5"
stack_origin_tech = "materials=3;phorontech=2"
stack_origin_tech = list(TECH_MATERIAL = 3, TECH_PHORON = 2)
/material/glass/phoron/reinforced
name = "reinforced phoron glass"
stack_type = /obj/item/stack/material/glass/phoronrglass
stack_origin_tech = "materials=4;phorontech=2"
stack_origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 2)
composite_material = list() //todo
/material/glass/reinforced
@@ -281,7 +279,7 @@ var/list/name_to_material
tableslam_noise = 'sound/effects/Glasshit.ogg'
hardness = 40
weight = 30
stack_origin_tech = "materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2)
composite_material = list() //todo
/material/plastic
@@ -293,39 +291,38 @@ var/list/name_to_material
icon_colour = "#CCCCCC"
hardness = 10
weight = 12
stack_origin_tech = "materials=3"
stack_origin_tech = list(TECH_MATERIAL = 3)
/material/osmium
name = "osmium"
stack_type = /obj/item/stack/material/osmium
icon_colour = "#9999FF"
stack_origin_tech = "materials=5"
stack_origin_tech = list(TECH_MATERIAL = 5)
/material/tritium
name = "tritium"
stack_type = /obj/item/stack/material/tritium
icon_colour = "#777777"
stack_origin_tech = "materials=5"
stack_origin_tech = list(TECH_MATERIAL = 5)
/material/mhydrogen
name = "mhydrogen"
stack_type = /obj/item/stack/material/mhydrogen
icon_colour = "#E6C5DE"
stack_origin_tech = "materials=6;powerstorage=5;magnets=5"
stack_origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 6, TECH_MAGNET = 5)
/material/platinum
name = "platinum"
stack_type = /obj/item/stack/material/platinum
icon_colour = "#9999FF"
weight = 27
stack_origin_tech = "materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2)
/material/iron
name = "iron"
stack_type = /obj/item/stack/material/iron
icon_colour = "#5C5454"
weight = 22
stack_per_sheet = 3750
/material/wood
name = "wood"
@@ -338,7 +335,7 @@ var/list/name_to_material
shard_can_repair = 0 // you can't weld splinters back into planks
hardness = 15
weight = 18
stack_origin_tech = "materials=1;biotech=1"
stack_origin_tech = list(TECH_MATERIAL = 1, TECH_BIO = 1)
dooropen_noise = 'sound/effects/doorcreaky.ogg'
door_icon_base = "wood"
destruction_desc = "splinters"
@@ -358,13 +355,13 @@ var/list/name_to_material
icon_colour = "#AAAAAA"
hardness = 1
weight = 1
stack_origin_tech = "materials=1"
stack_origin_tech = list(TECH_MATERIAL = 1)
door_icon_base = "wood"
destruction_desc = "crumples"
/material/cloth //todo
name = "cloth"
stack_origin_tech = "materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2)
door_icon_base = "wood"
/material/cult
@@ -403,7 +400,7 @@ var/list/name_to_material
/material/leather //todo
name = "leather"
icon_colour = "#5C4831"
stack_origin_tech = "materials=2"
stack_origin_tech = list(TECH_MATERIAL = 2)
/material/carpet
name = "carpet"