mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-02 13:32:32 +00:00
Nerfs most armor across the board, shuffles guns values around. (#11467)
This commit is contained in:
@@ -1,22 +1,25 @@
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// Armor will turn attacks into less dangerous (e.g. turning cut into bruise), so keep that in mind when decided what armor value to use.
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// Some levels are marked with what they intend to block in such way.
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#define ARMOR_TYPE_STANDARD 1
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#define ARMOR_TYPE_EXOSUIT 2
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#define ARMOR_TYPE_RIG 4
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#define ARMOR_TYPE_STANDARD 1
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#define ARMOR_TYPE_EXOSUIT 2
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#define ARMOR_TYPE_RIG 4
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#define ARMOR_BALLISTIC_MINOR 10
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#define ARMOR_BALLISTIC_SMALL 25
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#define ARMOR_BALLISTIC_PISTOL 50 //Blocks holdout and normal pistol ammo
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#define ARMOR_BALLISTIC_RESISTANT 65
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#define ARMOR_BALLISTIC_RIFLE 80 //Blocks rifle rounds
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#define ARMOR_BALLISTIC_AP 95
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#define ARMOR_BALLISTIC_HEAVY 110
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#define ARMOR_BALLISTIC_PISTOL 30 //Blocks holdout and normal pistol ammo
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#define ARMOR_BALLISTIC_MEDIUM 40
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#define ARMOR_BALLISTIC_REVOLVER 50 //Blocks antag revolver rounds.
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#define ARMOR_BALLISTIC_RIFLE 60 //Blocks rifle rounds.
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#define ARMOR_BALLISTIC_AP 75 //Blocks basically almost every caliber except superheavy ones.
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#define ARMOR_BALLISTIC_HEAVY 100
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#define ARMOR_LASER_MINOR 10
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#define ARMOR_LASER_SMALL 25 //Blocks small e-guns
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#define ARMOR_LASER_HANDGUNS 40 //Blocks normal e-guns
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#define ARMOR_LASER_MAJOR 50
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#define ARMOR_LASER_RIFLES 70 //Blocks laser rifles
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#define ARMOR_LASER_SMALL 25
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#define ARMOR_LASER_PISTOL 35 //Minimum required to block e-pistols.
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#define ARMOR_LASER_MEDIUM 40
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#define ARMOR_LASER_RIFLE 45 //Minimum required to block las-rifles.
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#define ARMOR_LASER_MAJOR 55
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#define ARMOR_LASER_AP 70
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#define ARMOR_LASER_HEAVY 100
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#define ARMOR_MELEE_MINOR 5
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@@ -36,6 +36,7 @@
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if(damage <= 0)
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return args.Copy()
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var/blocked = get_blocked(damage_type, damage_flags, armor_pen, damage)
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on_blocking(damage, damage_type, damage_flags, armor_pen, blocked)
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@@ -294,7 +294,7 @@
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species_restricted = list(BODYTYPE_VAURCA)
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -311,7 +311,7 @@
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species_restricted = list(BODYTYPE_VAURCA)
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -9,8 +9,8 @@
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item_flags = THICKMATERIAL
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -134,7 +134,7 @@
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armor = list(
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melee = ARMOR_MELEE_SMALL,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_RIFLES,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_RESISTANT
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)
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siemens_coefficient = 0
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@@ -165,7 +165,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -184,8 +184,8 @@
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item_state = "swat"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -223,8 +223,8 @@
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icon_state = "thunderdome"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -252,7 +252,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -265,8 +265,8 @@
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icon_state = "v62"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -299,7 +299,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_SMALL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED
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)
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@@ -313,7 +313,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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rad = ARMOR_RAD_MINOR
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@@ -329,7 +329,7 @@
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_PADDED,
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rad = ARMOR_RAD_RESISTANT
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@@ -368,7 +368,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BIO_MINOR
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)
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@@ -595,7 +595,7 @@
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item_state = "helmet_tac_sol"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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@@ -26,7 +26,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_MINOR
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@@ -48,7 +48,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_MINOR
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@@ -127,7 +127,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_MINOR
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@@ -10,8 +10,8 @@
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)
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -6,7 +6,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_RESISTANT,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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@@ -33,7 +33,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_AP,
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laser = ARMOR_LASER_RIFLES,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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@@ -6,7 +6,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -45,7 +45,7 @@
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suit_type = "military hardsuit"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_MAJOR,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_SHIELDED,
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@@ -106,7 +106,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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@@ -157,8 +157,8 @@
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suit_type = "gunslinger hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -206,7 +206,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -306,7 +306,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_RIFLES,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_SHIELDED,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -343,7 +343,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_MINOR,
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bio = ARMOR_BIO_SHIELDED,
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@@ -97,7 +97,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -121,7 +121,7 @@
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armor = list(
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melee = ARMOR_MELEE_SHIELDED,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_RIFLES,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -101,7 +101,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -207,7 +207,7 @@
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armor = list(
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melee = ARMOR_MELEE_RESISTANT,
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bullet = ARMOR_BALLISTIC_MINOR,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_STRONG,
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bomb = ARMOR_BOMB_RESISTANT,
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bio = ARMOR_BIO_SHIELDED,
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@@ -6,7 +6,7 @@
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_RIFLE,
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laser = ARMOR_LASER_RIFLES,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_MELEE_MINOR,
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bomb = ARMOR_BOMB_SHIELDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -6,8 +6,8 @@
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desc = "A crimson helmet sporting clean lines and durable plating. Engineered to look menacing."
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SMALL,
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@@ -26,8 +26,8 @@
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slowdown = 1
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_RESISTANT,
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laser = ARMOR_LASER_HANDGUNS,
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bullet = ARMOR_BALLISTIC_MEDIUM,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SMALL,
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@@ -57,7 +57,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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||||
laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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@@ -78,7 +78,7 @@
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_PISTOL,
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laser = ARMOR_LASER_HANDGUNS,
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laser = ARMOR_LASER_PISTOL,
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energy = ARMOR_ENERGY_MINOR,
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||||
bomb = ARMOR_BOMB_PADDED,
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bio = ARMOR_BIO_SHIELDED,
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||||
|
||||
@@ -7,7 +7,7 @@
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
@@ -30,7 +30,7 @@
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
|
||||
@@ -10,8 +10,8 @@
|
||||
)
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
@@ -37,8 +37,8 @@
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
|
||||
@@ -4,13 +4,13 @@
|
||||
icon_state = "sol_helmet"
|
||||
item_state = "sol_helmet"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -23,16 +23,16 @@
|
||||
desc = "A sleek black space suit designed for combat. Looks to have seamless composite plating. Painted in Sol Alliance colors."
|
||||
icon_state = "sol_suit"
|
||||
item_state = "sol_suit"
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -44,13 +44,13 @@
|
||||
icon_state = "vulture"
|
||||
item_state = "vulture"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -63,15 +63,15 @@
|
||||
desc = "An iconic Coalition of Colonies standard-issue voidsuit, designed after the Interstellar War and seen in use to this day."
|
||||
icon_state = "vulture"
|
||||
item_state = "vulture"
|
||||
slowdown = 3
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -85,13 +85,13 @@
|
||||
icon_state = "eridani_suit"
|
||||
item_state = "eridani_suit"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -105,14 +105,15 @@
|
||||
icon_state = "eridani_suit"
|
||||
item_state = "eridani_suit"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BOMB_RESISTANT,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/tank,/obj/item/device/flashlight,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -124,13 +125,13 @@
|
||||
icon_state = "valkyrie"
|
||||
item_state = "valkyrie"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_SHIELDED,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_SHIELDED
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -143,14 +144,15 @@
|
||||
desc = "A pricey specialist voidsuit designed for atmospheric long jumping and combat. Colored in Elyran military camouflage."
|
||||
icon_state = "valkyrie"
|
||||
item_state = "valkyrie"
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_SHIELDED,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_SHIELDED
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/tank,/obj/item/device/flashlight,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -164,13 +166,13 @@
|
||||
icon_state = "lancer_suit"
|
||||
item_state = "lancer_suit"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -189,13 +191,13 @@
|
||||
slowdown = 1
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_RESISTANT
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -218,12 +220,12 @@
|
||||
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_RIFLES,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
|
||||
@@ -244,12 +246,12 @@
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_RIFLES,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -267,13 +269,13 @@
|
||||
contained_sprite = 1
|
||||
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_SHIELDED
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
|
||||
@@ -293,13 +295,13 @@
|
||||
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_SHIELDED
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -317,13 +319,13 @@
|
||||
contained_sprite = 1
|
||||
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -341,15 +343,15 @@
|
||||
item_state = "caiman"
|
||||
contained_sprite = 1
|
||||
|
||||
slowdown = 2
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
@@ -368,12 +370,12 @@
|
||||
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -393,13 +395,14 @@
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -523,13 +526,13 @@
|
||||
contained_sprite = 1
|
||||
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_MINOR,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
siemens_coefficient = 0.35
|
||||
species_restricted = list(BODYTYPE_HUMAN)
|
||||
@@ -542,16 +545,17 @@
|
||||
icon_state = "prejoroub"
|
||||
item_state = "prejoroub"
|
||||
contained_sprite = 1
|
||||
slowdown = 1
|
||||
|
||||
w_class = ITEMSIZE_NORMAL
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_MINOR,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
rad = ARMOR_RAD_MINOR
|
||||
rad = ARMOR_RAD_SMALL
|
||||
)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
|
||||
siemens_coefficient = 0.35
|
||||
|
||||
@@ -112,7 +112,7 @@
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
@@ -197,7 +197,7 @@
|
||||
slowdown = 1
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
@@ -553,7 +553,7 @@
|
||||
item_state = "solwebvest"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
|
||||
@@ -114,11 +114,11 @@
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_AP,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
slowdown = 0.5
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/accessory/armor_plate/riot
|
||||
name = "riot armor plate"
|
||||
@@ -127,12 +127,12 @@
|
||||
item_state = "plate_riot"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
slowdown = 0.5
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/accessory/armor_plate/ablative
|
||||
name = "ablative armor plate"
|
||||
@@ -140,12 +140,12 @@
|
||||
icon_state = "plate_ablative"
|
||||
item_state = "plate_ablative"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_RIFLES,
|
||||
melee = ARMOR_MELEE_MINOR,
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_AP,
|
||||
energy = ARMOR_ENERGY_RESISTANT
|
||||
)
|
||||
slowdown = 0.5
|
||||
slowdown = 1
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/accessory/armor_plate/military
|
||||
@@ -155,12 +155,12 @@
|
||||
item_state = "plate_military"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_RIFLE,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
slowdown = 0.5
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/accessory/armor_plate/heavy
|
||||
name = "heavy armor plate"
|
||||
@@ -169,12 +169,12 @@
|
||||
item_state = "plate_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
slowdown = 0.5
|
||||
slowdown = 1
|
||||
|
||||
/obj/item/clothing/accessory/armor_plate/heavy/scc
|
||||
name = "heavy SCC armor plate"
|
||||
@@ -190,8 +190,8 @@
|
||||
item_state = "plate_sec_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
@@ -211,10 +211,10 @@
|
||||
item_state = "helm_sec_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
|
||||
/obj/item/clothing/head/helmet/military
|
||||
@@ -226,8 +226,8 @@
|
||||
item_state = "helm_military"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_RIFLE,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
@@ -27,11 +27,10 @@
|
||||
icon_state = "legguards_ablative"
|
||||
item_state = "legguards_ablative"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_RIFLES,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
melee = ARMOR_MELEE_MINOR,
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_AP,
|
||||
energy = ARMOR_ENERGY_RESISTANT
|
||||
)
|
||||
siemens_coefficient = 0
|
||||
|
||||
@@ -41,9 +40,9 @@
|
||||
icon_state = "legguards_ballistic"
|
||||
item_state = "legguards_ballistic"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_RIFLE,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_AP,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
@@ -55,8 +54,8 @@
|
||||
item_state = "legguards_riot"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
@@ -80,11 +79,11 @@
|
||||
icon_state = "legguards_heavy"
|
||||
item_state = "legguards_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
|
||||
/obj/item/clothing/accessory/leg_guard/heavy/scc
|
||||
@@ -98,10 +97,10 @@
|
||||
item_state = "legguards_sec_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
|
||||
//Arm guards.
|
||||
@@ -132,9 +131,9 @@
|
||||
icon_state = "armguards_ablative"
|
||||
item_state = "armguards_ablative"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_RIFLES,
|
||||
melee = ARMOR_MELEE_MINOR,
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_AP,
|
||||
energy = ARMOR_ENERGY_RESISTANT
|
||||
)
|
||||
siemens_coefficient = 0
|
||||
@@ -145,10 +144,11 @@
|
||||
icon_state = "armguards_ballistic"
|
||||
item_state = "armguards_ballistic"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_KNIVES,
|
||||
bullet = ARMOR_BALLISTIC_RIFLE,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_MINOR
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_AP,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
|
||||
/obj/item/clothing/accessory/arm_guard/riot
|
||||
@@ -158,9 +158,10 @@
|
||||
item_state = "armguards_riot"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_VERY_HIGH,
|
||||
bullet = ARMOR_BALLISTIC_SMALL,
|
||||
laser = ARMOR_LASER_SMALL,
|
||||
energy = ARMOR_ENERGY_MINOR
|
||||
bullet = ARMOR_BALLISTIC_MINOR,
|
||||
laser = ARMOR_LASER_MINOR,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
|
||||
/obj/item/clothing/accessory/arm_guard/military
|
||||
@@ -169,11 +170,11 @@
|
||||
icon_state = "armguards_military"
|
||||
item_state = "armguards_military"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_RIFLE,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
|
||||
/obj/item/clothing/accessory/arm_guard/heavy
|
||||
@@ -182,11 +183,11 @@
|
||||
icon_state = "armguards_heavy"
|
||||
item_state = "armguards_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
energy = ARMOR_ENERGY_RESISTANT,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
|
||||
/obj/item/clothing/accessory/arm_guard/heavy/scc
|
||||
@@ -200,8 +201,8 @@
|
||||
item_state = "armguards_sec_heavy"
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
bullet = ARMOR_BALLISTIC_REVOLVER,
|
||||
laser = ARMOR_LASER_MEDIUM,
|
||||
energy = ARMOR_ENERGY_SMALL,
|
||||
bomb = ARMOR_BOMB_PADDED
|
||||
)
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
)
|
||||
@@ -3,7 +3,7 @@
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
@@ -21,7 +21,7 @@
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_RESISTANT,
|
||||
bullet = ARMOR_BALLISTIC_PISTOL,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_PADDED,
|
||||
bio = ARMOR_BIO_SHIELDED,
|
||||
@@ -48,8 +48,8 @@
|
||||
desc = "Plating designed to deflect incoming attacks and explosions."
|
||||
armor = list(
|
||||
melee = ARMOR_MELEE_MAJOR,
|
||||
bullet = ARMOR_BALLISTIC_RESISTANT,
|
||||
laser = ARMOR_LASER_HANDGUNS,
|
||||
bullet = ARMOR_BALLISTIC_MEDIUM,
|
||||
laser = ARMOR_LASER_PISTOL,
|
||||
energy = ARMOR_ENERGY_MINOR,
|
||||
bomb = ARMOR_BOMB_RESISTANT,
|
||||
bio = ARMOR_BIO_SHIELDED
|
||||
|
||||
@@ -28,6 +28,7 @@
|
||||
|
||||
/obj/item/projectile/beam/pistol
|
||||
damage = 25
|
||||
armor_penetration = 5
|
||||
|
||||
/obj/item/projectile/beam/pistol/scc
|
||||
armor_penetration = 15
|
||||
@@ -47,7 +48,7 @@
|
||||
|
||||
/obj/item/projectile/beam/midlaser
|
||||
damage = 35
|
||||
armor_penetration = 5
|
||||
armor_penetration = 10
|
||||
|
||||
/obj/item/projectile/beam/heavylaser
|
||||
name = "heavy laser"
|
||||
@@ -62,8 +63,8 @@
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "xray beam"
|
||||
icon_state = "xray"
|
||||
damage = 30
|
||||
armor_penetration = 30
|
||||
damage = 15
|
||||
armor_penetration = 35
|
||||
|
||||
muzzle_type = /obj/effect/projectile/muzzle/xray
|
||||
tracer_type = /obj/effect/projectile/tracer/xray
|
||||
|
||||
@@ -122,6 +122,7 @@
|
||||
|
||||
/obj/item/projectile/bullet/pistol
|
||||
damage = 25
|
||||
armor_penetration = 10
|
||||
|
||||
/obj/item/projectile/bullet/pistol/medium
|
||||
damage = 30
|
||||
@@ -202,11 +203,11 @@
|
||||
penetrating = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762
|
||||
damage = 45
|
||||
damage = 40
|
||||
armor_penetration = 20
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556
|
||||
damage = 45
|
||||
damage = 40
|
||||
armor_penetration = 15
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a556/ap
|
||||
|
||||
48
html/changelogs/mattatlas-catharsisindarkness.yml
Normal file
48
html/changelogs/mattatlas-catharsisindarkness.yml
Normal file
@@ -0,0 +1,48 @@
|
||||
################################
|
||||
# Example Changelog File
|
||||
#
|
||||
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
|
||||
#
|
||||
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
|
||||
# When it is, any changes listed below will disappear.
|
||||
#
|
||||
# Valid Prefixes:
|
||||
# bugfix
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
# balance
|
||||
# admin
|
||||
# backend
|
||||
# security
|
||||
# refactor
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: MattAtlas
|
||||
|
||||
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
|
||||
delete-after: True
|
||||
|
||||
# Any changes you've made. See valid prefix list above.
|
||||
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
|
||||
# SCREW THIS UP AND IT WON'T WORK.
|
||||
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- balance: "Most non-adminspawn armor in the game has been nerfed across the board. Ablatives are no longer good at everything. Mercenary voidsuits no longer block most forms of damage, same with heavy armor suits. Security's locker armor performs worse against ballistics and lasers."
|
||||
- balance: "Slightly buffed laser rifle armor penetration."
|
||||
- balance: "Slightly nerfed 762 and 556 damage."
|
||||
- balance: "Xrays now do half as much damage with slightly more AP."
|
||||
- balance: "Normal pistol bullets (9mm) now have more AP."
|
||||
- balance: "The gimmick mercenary voidsuits that can be bought in the loadout now all have the same stats as the normal blood-red voidsuit."
|
||||
- balance: "Heavy armor plates now make you slightly slower."
|
||||
|
||||
Reference in New Issue
Block a user