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* Gets rid of hasvar usage * thiiis * moves damtype to /obj/item * throwing * Move vars moved * matter as well Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials * Update floor_light.dm * exploitable * this can be moved up... * move persist to /item you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want. * gets rid of being_used I added this for xenoarch, that was a mistake * move these * move these to the base file * Makes floorlight autolathe recipe not shit * Update floor_light.dm * Update floor_light.dm * Mechs no longer gib when hitting things --------- Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
275 lines
8.2 KiB
Plaintext
275 lines
8.2 KiB
Plaintext
/******************************Lantern*******************************/
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/obj/item/flashlight/lantern
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name = "lantern"
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icon_state = "lantern"
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desc = "A mining lantern."
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light_range = 6 // luminosity when on
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light_color = "FF9933" // A slight yellow/orange color.
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/*****************************Pickaxe********************************/
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/obj/item/pickaxe
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name = "pickaxe"
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desc = "A miner's best friend."
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icon = 'icons/obj/items.dmi'
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slot_flags = SLOT_BELT
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force = 15.0
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throwforce = 4.0
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icon_state = "pickaxe"
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item_state = "pickaxe"
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w_class = ITEMSIZE_LARGE
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matter = list(MAT_STEEL = 2500)
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var/digspeed = 36 //moving the delay to an item var so R&D can make improved picks. --NEO
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var/sand_dig = FALSE // does this thing dig sand?
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origin_tech = list(TECH_MATERIAL = 1)
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attack_verb = list("hit", "pierced", "sliced", "attacked")
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var/drill_sound = "pickaxe"
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var/drill_verb = "picking"
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sharp = TRUE
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var/excavation_amount = 200
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var/destroy_artefacts = FALSE // some mining tools will destroy artefacts completely while avoiding side-effects.
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var/borg_flags = COUNTS_AS_ROBOTIC_MELEE //The ONLY reason this gets this here is because pickaxes are SO hardcoded that it's easier to add it here than everywhere else. Please do not attach this to everything that you desire. Only VERY SPECIFIC THINGS under CERTAIN CIRCUMSTANCES, PLEASE. 99% of things can be added to code\modules\projectiles\guns\energy\cyborg.dm
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/obj/item/pickaxe/silver
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name = "silver pickaxe"
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icon_state = "spickaxe"
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item_state = "spickaxe"
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digspeed = 27
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origin_tech = list(TECH_MATERIAL = 3)
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desc = "This makes no metallurgic sense."
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/obj/item/pickaxe/gold
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name = "golden pickaxe"
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icon_state = "gpickaxe"
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item_state = "gpickaxe"
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digspeed = 18
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origin_tech = list(TECH_MATERIAL = 4)
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desc = "This makes no metallurgic sense."
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drill_verb = "picking"
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/obj/item/pickaxe/diamond
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name = "diamond pickaxe"
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icon_state = "dpickaxe"
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item_state = "dpickaxe"
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digspeed = 9
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origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 4)
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desc = "A pickaxe with a diamond pick head."
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drill_verb = "picking"
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/*****************************Drill********************************/
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/obj/item/pickaxe/drill
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name = "mining drill" // Can dig sand as well!
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icon_state = "drill"
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item_state = "jackhammer"
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digspeed = 30 //Only slighty better than a pickaxe
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sand_dig = TRUE
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origin_tech = list(TECH_MATERIAL = 1, TECH_POWER = 2, TECH_ENGINEERING = 1)
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matter = list(MAT_STEEL = 3750)
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desc = "The most basic of mining drills, for short excavations and small mineral extractions."
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drill_verb = "drilling"
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/obj/item/pickaxe/advdrill
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name = "advanced mining drill" // Can dig sand as well!
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icon_state = "advdrill"
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item_state = "jackhammer"
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digspeed = 27
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sand_dig = TRUE
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origin_tech = list(TECH_MATERIAL = 2, TECH_POWER = 3, TECH_ENGINEERING = 2)
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matter = list(MAT_STEEL = 4000, MAT_PLASTEEL = 2500)
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desc = "Yours is the drill that will pierce through the rock walls."
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drill_verb = "drilling"
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/obj/item/pickaxe/diamonddrill //When people ask about the badass leader of the mining tools, they are talking about ME!
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name = "diamond mining drill"
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icon_state = "diamonddrill"
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item_state = "jackhammer"
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digspeed = 4 //Digs through walls, girders, and can dig up sand
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sand_dig = TRUE
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origin_tech = list(TECH_MATERIAL = 6, TECH_POWER = 4, TECH_ENGINEERING = 5)
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matter = list(MAT_STEEL = 4500, MAT_PLASTEEL = 3000, MAT_DIAMONDS = 1000)
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desc = "Yours is the drill that will pierce the heavens!"
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drill_verb = "drilling"
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/obj/item/pickaxe/jackhammer
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name = "sonic jackhammer"
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icon_state = "jackhammer"
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item_state = "jackhammer"
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digspeed = 18 //faster than drill, but cannot dig
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origin_tech = list(TECH_MATERIAL = 3, TECH_POWER = 2, TECH_ENGINEERING = 2)
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desc = "Cracks rocks with sonic blasts, perfect for killing cave lizards."
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drill_verb = "hammering"
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destroy_artefacts = TRUE
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/obj/item/pickaxe/borgdrill
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name = "jackhammer"
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icon_state = "borg_pick"
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item_state = "jackhammer"
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digspeed = 13
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sand_dig = TRUE
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desc = "Cracks rocks with a hardened pneumatic bit."
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drill_verb = "hammering"
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destroy_artefacts = TRUE
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/obj/item/pickaxe/plasmacutter
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name = "plasma cutter"
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desc = "A rock cutter that uses bursts of hot plasma. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
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icon_state = "plasmacutter"
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item_state = "plasmacutter"
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w_class = ITEMSIZE_NORMAL //it is smaller than the pickaxe
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damtype = BURN
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digspeed = 18 //Can slice though normal walls, all girders, or be used in reinforced wall deconstruction/light thermite on fire
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origin_tech = list(TECH_MATERIAL = 4, TECH_PHORON = 3, TECH_ENGINEERING = 3)
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matter = list(MAT_STEEL = 3000, MAT_PLASTEEL = 1500, MAT_DIAMONDS = 500, MAT_PHORON = 500)
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drill_verb = "cutting"
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drill_sound = 'sound/items/Welder.ogg'
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sharp = TRUE
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edge = TRUE
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/obj/item/pickaxe/plasmacutter/borg
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name = "mounted plasma cutter"
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icon_state = "pcutter_borg"
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/*****************************Shovel********************************/
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/obj/item/shovel
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name = "shovel"
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desc = "A large tool for digging and moving dirt. Alt click to switch modes."
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icon = 'icons/obj/items.dmi'
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icon_state = "shovel"
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item_state = "shovel"
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slot_flags = SLOT_BELT
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force = 8.0
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throwforce = 4.0
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w_class = ITEMSIZE_NORMAL
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origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
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matter = list(MAT_STEEL = 50)
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attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
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sharp = FALSE
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edge = TRUE
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var/digspeed = 40
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var/grave_mode = FALSE
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/obj/item/shovel/AltClick(mob/user)
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grave_mode = !grave_mode
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to_chat(user, span_notice("You'll now dig [grave_mode ? "out graves" : "for loot"]."))
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. = ..()
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/obj/item/shovel/wood
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icon_state = "whiteshovel"
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item_state = "whiteshovel"
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var/datum/material/material
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/obj/item/shovel/wood/Initialize(mapload, var/_mat)
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. = ..()
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material = get_material_by_name(_mat)
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if(!istype(material))
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material = null
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else
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name = "[material.display_name] shovel"
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matter = list("[material.name]" = 50)
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update_icon()
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/obj/item/shovel/wood/update_icon()
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. = ..()
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color = material ? material.icon_colour : initial(color)
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alpha = min(max(255 * material.opacity, 80), 255)
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/obj/item/shovel/spade
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name = "spade"
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desc = "A small tool for digging and moving dirt."
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icon_state = "spade"
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item_state = "spade"
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force = 5.0
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throwforce = 7.0
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w_class = ITEMSIZE_SMALL
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/obj/item/shovel/wood
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name = "wooden shovel"
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desc = "An improvised tool for digging and moving dirt."
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icon = 'icons/obj/items.dmi'
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icon_state = "woodshovel"
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slot_flags = SLOT_BELT
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item_state = "woodshovel"
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w_class = ITEMSIZE_NORMAL
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matter = list(MAT_WOOD = 50)
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sharp = 0
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edge = 1
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// Flags.
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/obj/item/stack/flag
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name = "flags"
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desc = "Some colourful flags."
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singular_name = "flag"
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amount = 10
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max_amount = 10
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icon = 'icons/obj/mining.dmi'
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var/upright = 0
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var/base_state
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/obj/item/stack/flag/Initialize(mapload)
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. = ..()
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base_state = icon_state
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update_icon()
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/obj/item/stack/flag/blue
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name = "blue flags"
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singular_name = "blue flag"
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icon_state = "blueflag"
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/obj/item/stack/flag/red
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name = "red flags"
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singular_name = "red flag"
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icon_state = "redflag"
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/obj/item/stack/flag/yellow
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name = "yellow flags"
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singular_name = "yellow flag"
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icon_state = "yellowflag"
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/obj/item/stack/flag/green
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name = "green flags"
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singular_name = "green flag"
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icon_state = "greenflag"
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/obj/item/stack/flag/attackby(obj/item/W as obj, mob/user as mob)
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if(upright && istype(W,src.type))
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src.attack_hand(user)
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else
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..()
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/obj/item/stack/flag/attack_hand(user as mob)
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if(upright)
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upright = 0
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icon_state = base_state
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anchored = FALSE
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src.visible_message(span_infoplain(span_bold("[user]") + " knocks down [src]."))
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else
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..()
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/obj/item/stack/flag/attack_self(mob/user as mob)
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var/obj/item/stack/flag/F = locate() in get_turf(src)
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var/turf/T = get_turf(src)
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if(!T || !ismineralturf(T))
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to_chat(user, "The flag won't stand up in this terrain.")
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return
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if(F && F.upright)
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to_chat(user, "There is already a flag here.")
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return
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var/obj/item/stack/flag/newflag = new src.type(T)
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newflag.amount = 1
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newflag.upright = 1
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newflag.anchored = TRUE
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newflag.name = newflag.singular_name
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newflag.icon_state = "[newflag.base_state]_open"
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newflag.visible_message(span_infoplain(span_bold("[user]") + " plants [newflag] firmly in the ground."))
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src.use(1)
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