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[MIRROR] Material datum color update, plus touching up some material items (knight armor, tiles) #2792

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Apr 10, 2024
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78 changes: 42 additions & 36 deletions code/datums/materials/basemats.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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)
Expand All @@ -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
Expand All @@ -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)
Expand All @@ -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
Expand All @@ -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
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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)
Expand All @@ -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))
Expand All @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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)
Expand All @@ -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
Expand All @@ -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.
Expand Down Expand Up @@ -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)
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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)
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -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
Expand All @@ -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
Expand Down
10 changes: 0 additions & 10 deletions code/modules/clothing/head/helmet.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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."
Expand Down
12 changes: 11 additions & 1 deletion code/modules/clothing/suits/armor.dm
Original file line number Diff line number Diff line change
Expand Up @@ -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."
Expand Down Expand Up @@ -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
Expand Down
Binary file modified icons/mob/clothing/head/helmet.dmi
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Binary file modified icons/mob/clothing/suits/armor.dmi
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Binary file modified icons/obj/clothing/head/helmet.dmi
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Binary file modified icons/obj/clothing/suits/armor.dmi
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Binary file modified icons/obj/tiles.dmi
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Binary file modified icons/turf/composite.dmi
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Binary file modified icons/turf/floors.dmi
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