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Balances skrellian voidsuit, balances security vest and voidsuit, EVA RIG can no longer carry toolbox. (#10121)
Skrell voidsuit now has values that make sense since it was stronger than the sec voidsuit. The normal sec vests have now more balanced armor values. Changes the sec voidsuits to match the values of the vest. EVA suits can no longer carry toolboxes in their suit storages, but the CE's suit now can.
This commit is contained in:
@@ -112,7 +112,7 @@
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helm_type = /obj/item/clothing/head/helmet/space/rig/eva
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glove_type = /obj/item/clothing/gloves/rig/eva
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/toolbox,/obj/item/storage/briefcase/inflatable,/obj/item/device/t_scanner,/obj/item/rfd/construction,/obj/item/material/twohanded/fireaxe,/obj/item/storage/backpack/cell)
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/briefcase/inflatable,/obj/item/device/t_scanner,/obj/item/rfd/construction,/obj/item/material/twohanded/fireaxe,/obj/item/storage/backpack/cell)
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req_access = list()
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req_one_access = list()
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@@ -154,7 +154,7 @@
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helm_type = /obj/item/clothing/head/helmet/space/rig/ce
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glove_type = /obj/item/clothing/gloves/rig/ce
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/pickaxe,/obj/item/material/twohanded/fireaxe,/obj/item/rfd/construction,/obj/item/storage/backpack/cell)
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/pickaxe,/obj/item/material/twohanded/fireaxe,/obj/item/rfd/construction,/obj/item/storage/backpack/cell,/obj/item/storage/toolbox)
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req_access = list()
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req_one_access = list()
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@@ -284,7 +284,7 @@
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offline_slowdown = 4
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offline_vision_restriction = TINT_HEAVY
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/toolbox,/obj/item/storage/briefcase/inflatable,/obj/item/device/t_scanner,/obj/item/rfd/construction)
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/storage/briefcase/inflatable,/obj/item/device/t_scanner,/obj/item/rfd/construction)
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req_access = list()
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req_one_access = list()
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@@ -1,7 +1,7 @@
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/obj/item/clothing/head/helmet/space/void/skrell
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name = "skrellian helmet"
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desc = "Smoothly contoured and polished to a shine. Still looks like a fishbowl."
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armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
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armor = list(melee = 20, bullet = 10, laser = 20,energy = 50, bomb = 50, bio = 100, rad = 100)
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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species_restricted = list(BODYTYPE_SKRELL,BODYTYPE_HUMAN)
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siemens_coefficient = 0.5
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@@ -16,7 +16,7 @@
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/obj/item/clothing/suit/space/void/skrell
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name = "skrellian voidsuit"
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desc = "Seems like a wetsuit with reinforced plating seamlessly attached to it. Very chic."
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armor = list(melee = 20, bullet = 20, laser = 50,energy = 50, bomb = 50, bio = 100, rad = 100)
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armor = list(melee = 20, bullet = 10, laser = 20,energy = 50, bomb = 50, bio = 100, rad = 100)
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allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/pickaxe, /obj/item/rfd/construction)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE
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@@ -84,7 +84,7 @@
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slot_l_hand_str = "sec_helm",
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slot_r_hand_str = "sec_helm"
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)
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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light_overlay = "helmet_light_dual_low"
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brightness_on = 6
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@@ -97,7 +97,7 @@
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slot_l_hand_str = "sec_hardsuit",
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slot_r_hand_str = "sec_hardsuit"
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)
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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allowed = list(/obj/item/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/melee/baton)
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//Atmospherics Rig (BS12)
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@@ -136,7 +136,7 @@
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slot_l_hand_str = "sec_helm",
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slot_r_hand_str = "sec_helm"
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)
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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light_overlay = "helmet_light_dual"
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/obj/item/clothing/suit/space/void/hos
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@@ -148,7 +148,7 @@
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slot_l_hand_str = "sec_hardsuit",
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slot_r_hand_str = "sec_hardsuit"
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)
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armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
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allowed = list(/obj/item/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/melee/baton)
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//Science
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@@ -63,7 +63,7 @@
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icon_state = "armor"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/vest/security
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name = "security armor"
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@@ -97,7 +97,7 @@
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icon_state = "hos"
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item_state = "hos"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 65, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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pocket_slots = 4//More slots because coat
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/obj/item/clothing/suit/storage/toggle/armor/hos
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@@ -106,7 +106,7 @@
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icon_state = "jensencoat"
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item_state = "jensencoat"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 65, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/handcuffs, /obj/item/device/flashlight)
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/obj/item/clothing/suit/storage/toggle/armor/hos/Initialize()
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@@ -201,7 +201,7 @@
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item_state = "armor"
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blood_overlay_type = "armor"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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//Reactive armor
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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@@ -348,7 +348,7 @@
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desc = "A simple kevlar plate carrier."
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icon_state = "kvest"
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item_state = "kvest"
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armor = list(melee = 50, bullet = 15, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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allowed = list(/obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/device/flashlight)
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siemens_coefficient = 0.5
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@@ -379,7 +379,7 @@
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item_state = "hosvest_nobadge"
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icon_badge = "hosvest_badge"
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icon_nobadge = "hosvest_nobadge"
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 65, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/vest/pcrc
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name = "PCRC armor vest"
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@@ -446,7 +446,7 @@
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item_state = "hoswebvest_nobadge"
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icon_badge = "hoswebvest_badge"
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icon_nobadge = "hoswebvest_nobadge"
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armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
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armor = list(melee = 65, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
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/obj/item/clothing/suit/storage/vest/heavy/pcrc
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name = "PCRC heavy armor vest"
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