Would you like some defines in these trying times?

This commit is contained in:
SandPoot
2022-03-23 12:10:02 -03:00
parent d8f656ecf1
commit 189716314f
281 changed files with 725 additions and 725 deletions
+1 -1
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@@ -30,7 +30,7 @@ Simple datum which is instanced once per type and is used for every object of sa
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
///How beautiful is this material per unit.
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
+22 -22
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@@ -18,7 +18,7 @@
sheet_type = /obj/item/stack/sheet/glass
value_per_unit = 0.0025
beauty_modifier = 0.05
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
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
/*
Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel.
@@ -45,7 +45,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
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)
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)
///Small force increase, for diamond swords
/datum/material/diamond
@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/diamond
value_per_unit = 0.25
beauty_modifier = 0.3
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)
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)
///Is slightly radioactive
/datum/material/uranium
@@ -69,7 +69,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
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)
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)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -90,7 +90,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
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)
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)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -124,7 +124,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
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
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
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -147,7 +147,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
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)
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)
/datum/material/runite
name = "runite"
@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/runite
beauty_modifier = 0.5
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.
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.
///Force decrease
/datum/material/plastic
@@ -168,7 +168,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/plastic
value_per_unit = 0.0125
beauty_modifier = -0.01
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)
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)
///Force decrease and mushy sound effect. (Not yet implemented)
/datum/material/biomass
@@ -187,7 +187,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.06
beauty_modifier = 0.1
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)
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)
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
. = ..()
@@ -211,7 +211,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
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)
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)
///RPG Magic. (Admin only)
/datum/material/mythril
@@ -222,7 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
beauty_modifier = 0.5
armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2)
armor_modifiers = list(MELEE = 2, BULLET = 2, LASER = 2, ENERGY = 2, BOMB = 2, BIO = 2, RAD = 2, FIRE = 2, ACID = 2)
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
. = ..()
@@ -244,7 +244,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.001
strength_modifier = 0.5
integrity_modifier = 0.1
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)
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)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -257,7 +257,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 0.0025
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)
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)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
@@ -269,7 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 0.0025
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)
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)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -282,7 +282,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.2
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
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)
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)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
@@ -294,7 +294,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings..
sheet_type = /obj/item/stack/tile/brass
value_per_unit = 0.75
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.
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.
beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it?
/datum/material/bronze
@@ -305,7 +305,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/bronze
value_per_unit = 0.025
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.2
/datum/material/paper
@@ -315,7 +315,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 0.0025
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)
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)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
@@ -340,7 +340,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 0.003
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)
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)
beauty_modifier = -0.1
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
@@ -364,7 +364,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/bone
strength_modifier = 1.05
value_per_unit = 0.05
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)
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)
beauty_modifier = -0.2
/datum/material/bamboo
@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
value_per_unit = 0.0025
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)
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)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"
+1 -1
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@@ -8,7 +8,7 @@
value_per_unit = 0.05
beauty_modifier = -0.3
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "meat"
+1 -1
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@@ -7,7 +7,7 @@
value_per_unit = 0.05
beauty_modifier = 0.1
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "pizza"