Standardises Combat Voidsuit Armor (#18784)

Changes all combat/military voidsuits to use the standard combat suit
armor values.
This commit is contained in:
RustingWithYou
2024-06-09 14:31:59 +00:00
committed by GitHub
parent ddbe7073eb
commit 474d3ba5fc
4 changed files with 89 additions and 150 deletions
@@ -8,13 +8,13 @@
icon_state = "cosmo_suit"
item_state = "cosmo_suit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
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,
@@ -40,13 +40,13 @@
icon_state = "cosmo_suit"
item_state = "cosmo_suit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
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
)
species_restricted = list(BODYTYPE_TAJARA)
refittable = FALSE
@@ -131,12 +131,12 @@
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
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,
@@ -161,12 +161,12 @@
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
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
)
species_restricted = list(BODYTYPE_TAJARA)
refittable = FALSE
@@ -180,12 +180,12 @@
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
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,
@@ -210,12 +210,12 @@
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
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
)
species_restricted = list(BODYTYPE_TAJARA)
refittable = FALSE
@@ -6,13 +6,13 @@
item_state = "kataphract_helm"
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
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_UNATHI)
@@ -28,13 +28,13 @@
slowdown = 1
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
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/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
@@ -76,9 +76,10 @@
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
)
light_overlay = "helmet_light_dual_low"
brightness_on = 6
@@ -96,9 +97,10 @@
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/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/material/sword,/obj/item/melee/hammer,/obj/item/melee/energy)
species_restricted = list(BODYTYPE_UNATHI)
@@ -109,28 +111,12 @@
desc = "A decent helmet made to fit with a larger combat assembly."
icon_state = "rig0-unathipiratecaptain"
item_state = "rig0-unathipiratecaptain"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_PISTOL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
)
/obj/item/clothing/suit/space/void/unathi_pirate/captain
name = "unathi raider captain voidsuit"
desc = "A well-balanced combat voidsuit made by and for Unathi. This one features several improvements and extra adornments, making it fit for a Captain, or some kind of high-ranking crew member."
icon_state = "rig-unathipiratecaptain"
item_state = "rig-unathipiratecaptain"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_PISTOL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
)
/obj/item/clothing/suit/space/void/hegemony
name = "hegemony military voidsuit"
@@ -141,13 +127,13 @@
contained_sprite = TRUE
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/gun,/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/material/sword,/obj/item/melee/hammer,/obj/item/melee/energy)
species_restricted = list(BODYTYPE_UNATHI)
@@ -161,13 +147,13 @@
item_state = "hegemony-voidhelm"
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SHIELDED
)
light_overlay = "helmet_light_dual_low"
brightness_on = 6
@@ -221,9 +207,10 @@
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 //it has diona growing on and in it to absorb rads. if i could make it regenerate breaches that would be neat
rad = ARMOR_RAD_SHIELDED
)
/obj/item/clothing/suit/space/void/unathi_pirate/tarwa/captain
@@ -232,14 +219,7 @@
It only seems to fit Unathi, it's relatively light, and yet appears to protect against a variety of hazards. This one features various reinforcements, making it probably fit for more important crew."
icon_state = "rig-tarwacaptain"
item_state = "rig-tarwacaptain"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_PISTOL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED //it has diona growing on and in it to absorb rads
)
/obj/item/clothing/head/helmet/space/void/unathi_pirate/tarwa
name = "tarwa conglomerate helmet"
@@ -247,12 +227,13 @@
icon_state = "rig-tarwapirate-helmet"
item_state = "rig-tarwapirate-helmet"
armor = list(
melee = ARMOR_MELEE_MAJOR,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
bomb = ARMOR_BOMB_RESISTANT,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED //it has diona growing on and in it to absorb rads
rad = ARMOR_RAD_SHIELDED
)
light_overlay = "helmet_light_green"
+11 -94
View File
@@ -98,15 +98,6 @@
icon_state = "xanu_void_helmet"
item_state = "xanu_void_helmet"
siemens_coefficient = 0.35
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SMALL
)
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC_INDUSTRIAL)
light_overlay = "helmet_light_xanu_voidsuit"
@@ -119,15 +110,6 @@
icon_state = "xanu_voidsuit"
item_state = "xanu_voidsuit"
contained_sprite = TRUE
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
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
@@ -141,28 +123,7 @@
one surrender without a single shot being fired."
icon_state = "himeo_voidsuit"
item_state = "himeo_voidsuit"
slowdown = 1.5
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_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
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC)
icon_supported_species_tags = list("taj")
@@ -175,15 +136,7 @@
one surrender without a single shot being fired."
icon_state = "himeo_void_helmet"
item_state = "himeo_void_helmet"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SMALL
)
refittable_species = list(BODYTYPE_HUMAN, BODYTYPE_TAJARA, BODYTYPE_IPC)
icon_supported_species_tags = list("taj")
brightness_on = 6
@@ -197,19 +150,6 @@
combat protection."
icon_state = "galatea_void_helmet"
item_state = "galatea_void_helmet"
slowdown = 0.65
permeability_coefficient = 0
gas_transfer_coefficient = 0
siemens_coefficient = 0.75
armor = list(
melee = ARMOR_MELEE_SMALL,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
)
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
refittable = FALSE
@@ -221,30 +161,7 @@
combat protection."
icon_state = "galatea_voidsuit"
item_state = "galatea_voidsuit"
slowdown = 0.65
permeability_coefficient = 0
gas_transfer_coefficient = 0
siemens_coefficient = 0.75
armor = list(
melee = ARMOR_MELEE_SMALL,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
)
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
)
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC)
refittable = FALSE
@@ -607,13 +524,13 @@
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
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, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
@@ -633,13 +550,13 @@
slowdown = 1
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
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