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@@ -18,7 +18,7 @@
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sheet_type = /obj/item/stack/sheet/glass
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value_per_unit = 0.0025
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beauty_modifier = 0.05
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armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok
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armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2) // yeah ok
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/*
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Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
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@@ -45,7 +45,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/gold
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value_per_unit = 0.0625
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beauty_modifier = 0.15
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
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///Small force increase, for diamond swords
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/datum/material/diamond
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@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/diamond
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value_per_unit = 0.25
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beauty_modifier = 0.3
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armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
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armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
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///Is slightly radioactive
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/datum/material/uranium
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@@ -69,7 +69,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/uranium
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value_per_unit = 0.05
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beauty_modifier = 0.3 //It shines so beautiful
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
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/datum/material/uranium/on_applied(atom/source, amount, material_flags)
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. = ..()
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@@ -90,7 +90,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/plasma
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value_per_unit = 0.1
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beauty_modifier = 0.15
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armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
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armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
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/datum/material/plasma/on_applied(atom/source, amount, material_flags)
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. = ..()
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@@ -124,7 +124,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/bananium
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value_per_unit = 0.5
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away
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armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away
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/datum/material/bananium/on_applied(atom/source, amount, material_flags)
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. = ..()
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@@ -147,7 +147,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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value_per_unit = 0.0625
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beauty_modifier = 0.05
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armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
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armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
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/datum/material/runite
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name = "runite"
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@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/runite
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
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armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
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///Force decrease
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/datum/material/plastic
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@@ -168,7 +168,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/plastic
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value_per_unit = 0.0125
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beauty_modifier = -0.01
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
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///Force decrease and mushy sound effect. (Not yet implemented)
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/datum/material/biomass
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@@ -187,7 +187,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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value_per_unit = 0.06
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beauty_modifier = 0.1
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armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
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armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
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/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
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. = ..()
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@@ -211,7 +211,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/adamantine
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value_per_unit = 0.25
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beauty_modifier = 0.4
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armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
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armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
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///RPG Magic. (Admin only)
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/datum/material/mythril
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@@ -222,7 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/mineral/mythril
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value_per_unit = 0.75
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beauty_modifier = 0.5
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armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
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armor_modifiers = list(MELEE = 2, BULLET = 2, LASER = 2, ENERGY = 2, BOMB = 2, BIO = 2, RAD = 2, FIRE = 2, ACID = 2)
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/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
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. = ..()
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@@ -244,7 +244,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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value_per_unit = 0.001
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strength_modifier = 0.5
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integrity_modifier = 0.1
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.25
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -257,7 +257,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/sandstone
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "brick"
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@@ -269,7 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/snow
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "sand"
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@@ -282,7 +282,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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strength_modifier = 1.2
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sheet_type = /obj/item/stack/sheet/runed_metal
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.15
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texture_layer_icon_state = "runed"
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@@ -294,7 +294,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
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sheet_type = /obj/item/stack/tile/brass
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value_per_unit = 0.75
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armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for.
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armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 0, ENERGY = 0, BOMB = 1.4, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5) //But it has.. a few problems that can't easily be compensated for.
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beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
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/datum/material/bronze
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@@ -305,7 +305,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/bronze
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value_per_unit = 0.025
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armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = 0.2
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/datum/material/paper
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@@ -315,7 +315,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/paperframes
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
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beauty_modifier = 0.3
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turf_sound_override = FOOTSTEP_SAND
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texture_layer_icon_state = "paper"
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@@ -340,7 +340,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/cardboard
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value_per_unit = 0.003
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armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
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beauty_modifier = -0.1
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/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
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@@ -364,7 +364,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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sheet_type = /obj/item/stack/sheet/bone
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strength_modifier = 1.05
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value_per_unit = 0.05
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armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
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beauty_modifier = -0.2
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/datum/material/bamboo
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@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
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categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
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sheet_type = /obj/item/stack/sheet/mineral/bamboo
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value_per_unit = 0.0025
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armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
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armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
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beauty_modifier = 0.2
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turf_sound_override = FOOTSTEP_WOOD
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texture_layer_icon_state = "bamboo"
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