diff --git a/code/datums/materials/basemats.dm b/code/datums/materials/basemats.dm index f6e64d57e71..45d72573978 100644 --- a/code/datums/materials/basemats.dm +++ b/code/datums/materials/basemats.dm @@ -2,8 +2,8 @@ /datum/material/iron name = "iron" desc = "Common iron ore often found in sedimentary and igneous layers of the crust." - color = "#878687" - greyscale_colors = "#878687" + color = "#B6BEC2" + greyscale_colors = "#B6BEC2" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/iron ore_type = /obj/item/stack/ore/iron @@ -22,8 +22,8 @@ /datum/material/glass name = "glass" desc = "Glass forged by melting sand." - color = "#88cdf1" - greyscale_colors = "#88cdf196" + color = "#6292AF" + greyscale_colors = "#6292AF" alpha = 150 categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) integrity_modifier = 0.1 @@ -39,6 +39,7 @@ armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, ENERGY = 1, BIO = 0.2, FIRE = 1, ACID = 0.2) mineral_rarity = MATERIAL_RARITY_COMMON points_per_unit = 1 / SHEET_MATERIAL_AMOUNT + texture_layer_icon_state = "shine" /datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch @@ -63,8 +64,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/silver name = "silver" desc = "Silver" - color = list(255/255, 284/255, 302/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) - greyscale_colors = "#e3f1f8" + color = "#B5BCBB" + greyscale_colors = "#B5BCBB" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/silver ore_type = /obj/item/stack/ore/silver @@ -74,6 +75,7 @@ Unless you know what you're doing, only use the first three numbers. They're in beauty_modifier = 0.075 mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS points_per_unit = 16 / SHEET_MATERIAL_AMOUNT + texture_layer_icon_state = "shine" /datum/material/silver/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) @@ -83,8 +85,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/gold name = "gold" desc = "Gold" - color = list(340/255, 240/255, 50/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //gold is shiny, but not as bright as bananium - greyscale_colors = "#dbdd4c" + color = "#E6BB45" + greyscale_colors = "#E6BB45" strength_modifier = 1.2 categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/gold @@ -96,6 +98,7 @@ Unless you know what you're doing, only use the first three numbers. They're in armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, FIRE = 0.7, ACID = 1.1) mineral_rarity = MATERIAL_RARITY_PRECIOUS points_per_unit = 18 / SHEET_MATERIAL_AMOUNT + texture_layer_icon_state = "shine" /datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5) @@ -105,8 +108,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/diamond name = "diamond" desc = "Highly pressurized carbon" - color = list(48/255, 272/255, 301/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) - greyscale_colors = "#71c8f784" + color = "#C9D8F2" + greyscale_colors = "#C9D8F2" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/diamond ore_type = /obj/item/stack/ore/diamond @@ -128,8 +131,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/uranium name = "uranium" desc = "Uranium" - color = rgb(48, 237, 26) - greyscale_colors = rgb(48, 237, 26) + color = "#2C992C" + greyscale_colors = "#2C992C" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/uranium ore_type = /obj/item/stack/ore/uranium @@ -168,8 +171,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/plasma name = "plasma" desc = "Isn't plasma a state of matter? Oh whatever." - color = list(298/255, 46/255, 352/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) - greyscale_colors = "#c162ec" + color = "#BA3692" + greyscale_colors = "#BA3692" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/plasma ore_type = /obj/item/stack/ore/plasma @@ -200,8 +203,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/bluespace name = "bluespace crystal" desc = "Crystals with bluespace properties" - color = list(119/255, 217/255, 396/255,0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) - greyscale_colors = "#4e7dffC8" + color = "#2E50B7" + greyscale_colors = "#2E50B7" alpha = 200 starlight_color = COLOR_BLUE categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_ITEM_MATERIAL = TRUE) @@ -213,6 +216,7 @@ Unless you know what you're doing, only use the first three numbers. They're in points_per_unit = 50 / SHEET_MATERIAL_AMOUNT tradable = TRUE tradable_base_quantity = MATERIAL_QUANTITY_EXOTIC + texture_layer_icon_state = "shine" /datum/material/bluespace/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.reagents.add_reagent(/datum/reagent/bluespace, rand(5, 8)) @@ -223,8 +227,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/bananium name = "bananium" desc = "Material with hilarious properties" - color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow - greyscale_colors = "#ffff00" + color = list(460/255, 464/255, 0, 0, 0,0,0,0, 0,0,0,0, 0,0,0,1, 0,0,0,0) //obnoxiously bright yellow //It's literally perfect I can't change it + greyscale_colors = "#FFF269" categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/bananium ore_type = /obj/item/stack/ore/bananium @@ -253,8 +257,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/titanium name = "titanium" desc = "Titanium" - color = "#b3c0c7" - greyscale_colors = "#b3c0c7" + color = "#EFEFEF" + greyscale_colors = "#EFEFEF" strength_modifier = 1.3 categories = list(MAT_CATEGORY_SILO = TRUE, MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/titanium @@ -265,6 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in beauty_modifier = 0.05 armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, FIRE = 0.7, ACID = 1) mineral_rarity = MATERIAL_RARITY_SEMIPRECIOUS + texture_layer_icon_state = "shine" /datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item) victim.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7) @@ -273,8 +278,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/runite name = "runite" desc = "Runite" - color = "#3F9995" - greyscale_colors = "#3F9995" + color = "#526F77" + greyscale_colors = "#526F77" strength_modifier = 1.3 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/runite @@ -292,8 +297,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/plastic name = "plastic" desc = "Plastic" - color = "#caccd9" - greyscale_colors = "#caccd9" + color = "#BFB9AC" + greyscale_colors = "#BFB9AC" strength_modifier = 0.85 sheet_type = /obj/item/stack/sheet/plastic ore_type = /obj/item/stack/ore/slag //No plastic or coal ore, so we use slag. @@ -321,8 +326,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/wood name = "wood" desc = "Flexible, durable, but flamable. Hard to come across in space." - color = "#bb8e53" - greyscale_colors = "#bb8e53" + color = "#855932" + greyscale_colors = "#855932" strength_modifier = 0.5 sheet_type = /obj/item/stack/sheet/mineral/wood categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) @@ -354,8 +359,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/adamantine name = "adamantine" desc = "A powerful material made out of magic, I mean science!" - color = "#6d7e8e" - greyscale_colors = "#6d7e8e" + color = "#2B7A74" + greyscale_colors = "#2B7A74" strength_modifier = 1.5 categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/adamantine @@ -426,11 +431,12 @@ Unless you know what you're doing, only use the first three numbers. They're in source_item?.reagents?.add_reagent(/datum/reagent/toxin/plasma, source_item.reagents.total_volume*(3/5)) return TRUE +// It's basically adamantine, but it isn't! /datum/material/metalhydrogen name = "Metal Hydrogen" desc = "Solid metallic hydrogen. Some say it should be impossible" - color = "#f2d5d7" - greyscale_colors = "#f2d5d796" + color = "#62708A" + greyscale_colors = "#62708A" alpha = 150 starlight_color = COLOR_MODERATE_BLUE categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) @@ -468,8 +474,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/sandstone name = "sandstone" desc = "Bialtaakid 'ant taerif ma hdha." - color = "#B77D31" - greyscale_colors = "#B77D31" + color = "#ECD5A8" + greyscale_colors = "#ECD5A8" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/mineral/sandstone value_per_unit = 5 / SHEET_MATERIAL_AMOUNT @@ -498,8 +504,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/runedmetal name = "runed metal" desc = "Mir'ntrath barhah Nar'sie." - color = "#3C3434" - greyscale_colors = "#3C3434" + color = "#504742" + greyscale_colors = "#504742" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/runed_metal value_per_unit = 1500 / SHEET_MATERIAL_AMOUNT @@ -515,8 +521,8 @@ Unless you know what you're doing, only use the first three numbers. They're in /datum/material/bronze name = "bronze" desc = "Clock Cult? Never heard of it." - color = "#92661A" - greyscale_colors = "#92661A" + color = "#876223" + greyscale_colors = "#876223" categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE, MAT_CATEGORY_ITEM_MATERIAL=TRUE) sheet_type = /obj/item/stack/sheet/bronze value_per_unit = 50 / SHEET_MATERIAL_AMOUNT diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 7741251f3f5..bf96acaccb6 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -423,16 +423,6 @@ armor_type = /datum/armor/knight_greyscale material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix -/datum/armor/knight_greyscale - melee = 35 - bullet = 10 - laser = 10 - energy = 10 - bomb = 10 - bio = 10 - fire = 40 - acid = 40 - /obj/item/clothing/head/helmet/skull name = "skull helmet" desc = "An intimidating tribal helmet, it doesn't look very comfortable." diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index c3d73f23739..3232803052f 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -531,6 +531,16 @@ material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix armor_type = /datum/armor/knight_greyscale +/datum/armor/knight_greyscale + melee = 35 + bullet = 10 + laser = 10 + energy = 10 + bomb = 10 + bio = 10 + fire = 40 + acid = 40 + /obj/item/clothing/suit/armor/vest/durathread name = "durathread vest" desc = "A vest made of durathread with strips of leather acting as trauma plates." @@ -596,7 +606,7 @@ desc = "A superb armor made with the toughest and rarest materials available to man." icon_state = "h2armor" inhand_icon_state = null - material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix + material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix armor_type = /datum/armor/armor_elder_atmosian body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS diff --git a/icons/mob/clothing/head/helmet.dmi b/icons/mob/clothing/head/helmet.dmi index 49edcf8422f..de7ecf58fd1 100644 Binary files a/icons/mob/clothing/head/helmet.dmi and b/icons/mob/clothing/head/helmet.dmi differ diff --git a/icons/mob/clothing/suits/armor.dmi b/icons/mob/clothing/suits/armor.dmi index be2ba8f3730..4197c2453d4 100644 Binary files a/icons/mob/clothing/suits/armor.dmi and b/icons/mob/clothing/suits/armor.dmi differ diff --git a/icons/obj/clothing/head/helmet.dmi b/icons/obj/clothing/head/helmet.dmi index 94d11e6b820..9587c72e64f 100644 Binary files a/icons/obj/clothing/head/helmet.dmi and b/icons/obj/clothing/head/helmet.dmi differ diff --git a/icons/obj/clothing/suits/armor.dmi b/icons/obj/clothing/suits/armor.dmi index 5ff4e25df86..d8826f6ff88 100644 Binary files a/icons/obj/clothing/suits/armor.dmi and b/icons/obj/clothing/suits/armor.dmi differ diff --git a/icons/obj/tiles.dmi b/icons/obj/tiles.dmi index 4e26f75aa99..2c2aae54de3 100644 Binary files a/icons/obj/tiles.dmi and b/icons/obj/tiles.dmi differ diff --git a/icons/turf/composite.dmi b/icons/turf/composite.dmi index 7bb2d471788..a40c4121d25 100644 Binary files a/icons/turf/composite.dmi and b/icons/turf/composite.dmi differ diff --git a/icons/turf/floors.dmi b/icons/turf/floors.dmi index 89b4876c0ce..03dd1bcbfc3 100644 Binary files a/icons/turf/floors.dmi and b/icons/turf/floors.dmi differ