Beastmen claws, armor changes and fashion update (#1699)

-return claws to their old damage
-added ballistic, ablative and mercenary helmets, placing them in the armoy and merc base
-tweaked some things with some clothing items, like name and pockets
-added scarfs as an accessory, available in the loadout
-added pants, also available in the loadout
-moved some things out of the armor.dmi to where they belong
-move all hats and armor from the security jumpsuit dmi file to the their right places
-moved the tunnel cloak to the xenowear section
-fixed missing heavy vests at the merc base and the missing book scanner at the library
This commit is contained in:
Alberyk
2017-02-11 17:34:41 +02:00
committed by skull132
parent 11a01c0be6
commit d0997ee6a2
28 changed files with 366 additions and 184 deletions
@@ -4,6 +4,7 @@
shredding = 0
sharp = 1
edge = 1
damage = 5
/datum/unarmed_attack/diona
attack_verb = list("lashed", "bludgeoned")
@@ -20,6 +21,7 @@
miss_sound = 'sound/weapons/slashmiss.ogg'
sharp = 1
edge = 1
damage = 5
/datum/unarmed_attack/claws/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/skill = user.skills["combat"]
@@ -54,12 +56,12 @@
/datum/unarmed_attack/claws/strong
attack_verb = list("slashed")
damage = 5
damage = 10
shredding = 1
/datum/unarmed_attack/bite/strong
attack_verb = list("mauled")
damage = 8
damage = 10
shredding = 1
/datum/unarmed_attack/slime_glomp
@@ -105,4 +107,4 @@
sleep(1)
step_away(target,user,15)
sleep(1)
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)