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vgstation13/code/modules/mining/ores_coins.dm
2013-11-28 13:21:07 -08:00

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/**********************Mineral ores**************************/
/obj/item/weapon/ore
name = "Rock"
icon = 'icons/obj/mining.dmi'
icon_state = "ore2"
var/datum/geosample/geological_data
/obj/item/weapon/ore/uranium
name = "Uranium ore"
icon_state = "Uranium ore"
origin_tech = "materials=5"
/obj/item/weapon/ore/iron
name = "Iron ore"
icon_state = "Iron ore"
origin_tech = "materials=1"
/obj/item/weapon/ore/glass
name = "Sand"
icon_state = "Glass ore"
origin_tech = "materials=1"
attack_self(mob/living/user as mob) //It's magic I ain't gonna explain how instant conversion with no tool works. -- Urist
var/location = get_turf(user)
for(var/obj/item/weapon/ore/glass/sandToConvert in location)
new /obj/item/stack/sheet/mineral/sandstone(location)
del(sandToConvert)
new /obj/item/stack/sheet/mineral/sandstone(location)
del(src)
/obj/item/weapon/ore/plasma
name = "Plasma ore"
icon_state = "Plasma ore"
origin_tech = "materials=2"
/obj/item/weapon/ore/silver
name = "Silver ore"
icon_state = "Silver ore"
origin_tech = "materials=3"
/obj/item/weapon/ore/gold
name = "Gold ore"
icon_state = "Gold ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/diamond
name = "Diamond ore"
icon_state = "Diamond ore"
origin_tech = "materials=6"
/obj/item/weapon/ore/clown
name = "Bananium ore"
icon_state = "Clown ore"
origin_tech = "materials=4"
/obj/item/weapon/ore/phazon
name = "Phazite"
desc = "What the fuck?"
icon_state = "Phazon ore"
origin_tech = "materials=7"
/obj/item/weapon/ore/slag
name = "Slag"
desc = "Completely useless"
icon_state = "slag"
/obj/item/weapon/ore/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/ore/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/device/core_sampler))
var/obj/item/device/core_sampler/C = W
C.sample_item(src, user)
else
return ..()
/*****************************Coin********************************/
/obj/item/weapon/coin
icon = 'icons/obj/items.dmi'
name = "Coin"
icon_state = "coin"
flags = FPRINT | TABLEPASS| CONDUCT
force = 0.0
throwforce = 0.0
w_class = 1.0
var/string_attached
var/material="iron" // Ore ID, used with coinbags.
/obj/item/weapon/coin/New()
pixel_x = rand(0,16)-8
pixel_y = rand(0,8)-8
/obj/item/weapon/coin/gold
material="gold"
name = "Gold coin"
icon_state = "coin_gold"
/obj/item/weapon/coin/silver
material="silver"
name = "Silver coin"
icon_state = "coin_silver"
/obj/item/weapon/coin/diamond
material="diamond"
name = "Diamond coin"
icon_state = "coin_diamond"
/obj/item/weapon/coin/iron
material="iron"
name = "Iron coin"
icon_state = "coin_iron"
/obj/item/weapon/coin/plasma
material="plasma"
name = "Solid plasma coin"
icon_state = "coin_plasma"
/obj/item/weapon/coin/uranium
material="uranium"
name = "Uranium coin"
icon_state = "coin_uranium"
/obj/item/weapon/coin/clown
material="clown"
name = "Bananaium coin"
icon_state = "coin_clown"
/obj/item/weapon/coin/phazon
material="phazon"
name = "Phazon coin"
icon_state = "coin_phazon"
/obj/item/weapon/coin/adamantine
material="adamantine"
name = "Adamantine coin"
icon_state = "coin_adamantine"
/obj/item/weapon/coin/mythril
material="mythril"
name = "Mythril coin"
icon_state = "coin_mythril"
/obj/item/weapon/coin/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/cable_coil) )
var/obj/item/weapon/cable_coil/CC = W
if(string_attached)
user << "\blue There already is a string attached to this coin."
return
if(CC.amount <= 0)
user << "\blue This cable coil appears to be empty."
del(CC)
return
overlays += image('icons/obj/items.dmi',"coin_string_overlay")
string_attached = 1
user << "\blue You attach a string to the coin."
CC.use(1)
else if(istype(W,/obj/item/weapon/wirecutters) )
if(!string_attached)
..()
return
var/obj/item/weapon/cable_coil/CC = new/obj/item/weapon/cable_coil(user.loc)
CC.amount = 1
CC.updateicon()
overlays = list()
string_attached = null
user << "\blue You detach the string from the coin."
else ..()