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Falcata Exoskeleton (#21077)
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been bothered for awhile that there exist security hardsuit modules available at roundstart, which cannot actually be used without science first unlocking combat hardsuits, since normal hardsuits cannot use them. So this PR adds a new exoskeleton(notably not a hardsuit, it offers no space protection!), which serves to provide a means of putting those tier 1 security modules on something, without invalidating the later combat hardsuits(which are all significant upgrades over this). Many of these lower tier security modules were essentially invalidated by higher tier sec modules that would get unlocked alongside actual combat hardsuits. The falcata exoskeleton has the same armor values as security's heavy body armor, essentially meaning its primarily only an upgrade over said armor in the sense that it lets the wearer use the shoulder mounted taser module. <img width="993" height="248" alt="image" src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce" /> <img width="1274" height="316" alt="image" src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61" /> ### Asset Licenses The following assets that **have not** been created by myself are included in this PR: | icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) | CC-BY-SA-3.0 | --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
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@@ -157,6 +157,17 @@
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target_board_type = /obj/item/circuitboard/rig_assembly/combat/targeting/combat
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origin_tech = list(TECH_MATERIAL = 6, TECH_ENGINEERING = 5, TECH_MAGNET = 4, TECH_POWER = 4, TECH_COMBAT = 6)
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/obj/item/rig_assembly/combat/falcata
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name = "falcata exoskeleton control module"
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desc = "The assembly frame for a security exoskeleton."
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icon = 'icons/obj/item/clothing/rig/falcata.dmi'
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icon_base = "falcata"
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icon_state = "falcata1"
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rig_type = /obj/item/rig/light/falcata
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board_type = /obj/item/circuitboard/rig_assembly/combat/falcata
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target_board_type = /obj/item/circuitboard/rig_assembly/combat/targeting/falcata
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origin_tech = list(TECH_COMBAT = 1)
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////////////////////////
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////ILLEGAL ASSEMBLY////
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////////////////////////
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@@ -310,3 +310,70 @@
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/obj/item/rig_module/device/door_hack,
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/obj/item/rig_module/mounted/xray
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)
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/obj/item/rig/light/falcata
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name = "falcata exoskeleton control module"
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desc = "An armored security exoskeleton, known as the Falcata. It serves as a lightweight platform for bearing security hardsuit modules."
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icon = 'icons/obj/item/clothing/rig/falcata.dmi'
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icon_state = "falcata_rig"
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icon_supported_species_tags = list("skr", "taj", "una", "vau",)
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suit_type = "falcata combat exoskeleton"
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body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | ARMS
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armor = list(
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MELEE = ARMOR_MELEE_MAJOR,
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BULLET = ARMOR_BALLISTIC_MAJOR,
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LASER = ARMOR_LASER_RIFLE,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_PADDED,
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)
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species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA, BODYTYPE_IPC, BODYTYPE_TAJARA)
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seal_delay = 3 // Its only deploying the myomers and helmet.
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offline_slowdown = 2
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offline_vision_restriction = TINT_BLIND // Visorless helmet sprite, the helmet's face is just a camera.
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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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allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT
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chest_type = /obj/item/clothing/suit/space/rig/light/falcata
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helm_type = /obj/item/clothing/head/helmet/space/rig/light/falcata
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glove_type = null
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boot_type = null
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/obj/item/rig/light/falcata/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
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var/image/I = ..()
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if(slot == slot_back_str && !offline)
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var/image/emissive_overlay = emissive_appearance(mob_icon, "falcata_rig_ba-emissive")
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I.AddOverlays(emissive_overlay)
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return I
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/obj/item/clothing/suit/space/rig/light/falcata
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name = "myomer frame"
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body_parts_covered = null
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breach_threshold = 45 // We aren't a real hardsuit, rather a very thick torso plate.
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/obj/item/clothing/suit/space/rig/light/falcata/get_mob_overlay(mob/living/carbon/human/H, mob_icon, mob_state, slot)
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var/image/I = ..()
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if(slot != slot_wear_suit_str)
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return I
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var/obj/item/rig/rigcontroller = H.get_equipped_item(slot_wear_suit)
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if(!istype(rigcontroller, /obj/item/rig) || rigcontroller.offline)
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return I
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var/image/emissive_overlay = emissive_appearance(mob_icon, "falcata_rig_sealed_su-emissive")
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I.AddOverlays(emissive_overlay)
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return I
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/obj/item/clothing/head/helmet/space/rig/light/falcata
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name = "helmet"
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// The helmet's unusually thick, with the fun caveat that it fully blacks out your screen when unpowered.
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flash_protection = FLASH_PROTECTION_MAJOR
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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_RIFLE,
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ENERGY = ARMOR_ENERGY_SMALL,
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BOMB = ARMOR_BOMB_RESISTANT,
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BIO = ARMOR_BIO_SHIELDED,
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)
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@@ -60,3 +60,15 @@
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build_path = /obj/item/rig_assembly/combat/illegal/hacker
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req_tech = list(TECH_MATERIAL = 4, TECH_ENGINEERING = 3, TECH_MAGNET = 2, TECH_POWER = 3, TECH_COMBAT = 3, TECH_ILLEGAL = 3)
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materials = list(DEFAULT_WALL_MATERIAL = 25000, MATERIAL_GLASS = 12500, MATERIAL_GOLD = 2500, MATERIAL_SILVER = 3500, MATERIAL_URANIUM = 5550)
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/datum/design/rig/falcata
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name = "Falcata Exoskeleton Control Module Assembly"
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desc = "An assembly for a security exoskeleton. Though offering no vacuum protection, the Falcata serves as a lightweight platform for bearing security hardsuit modules."
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materials = list(
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DEFAULT_WALL_MATERIAL = 12500,
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MATERIAL_ALUMINIUM = 12500,
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MATERIAL_PLASTEEL = 5000,
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MATERIAL_URANIUM = 3500,
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MATERIAL_SILVER = 1500,
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MATERIAL_GOLD = 1500,
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)
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