mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-25 17:41:56 +00:00
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc. HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'. Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you. Icon adjustments.
186 lines
6.7 KiB
Plaintext
186 lines
6.7 KiB
Plaintext
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
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body_parts_covered = UPPER_TORSO|LOWER_TORSO
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flags = FPRINT | TABLEPASS
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cold_protection = UPPER_TORSO|LOWER_TORSO
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min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECITON_TEMPERATURE
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heat_protection = UPPER_TORSO|LOWER_TORSO
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max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.6
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/obj/item/clothing/suit/armor/vest
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name = "armor"
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desc = "An armored vest that protects against some damage."
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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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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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armor = list(melee = 50, bullet = 15, laser = 50, 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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desc = "An armored vest that protects against some damage. This one has NanoTrasen corporate badge."
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icon_state = "armorsec"
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item_state = "armor"
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/obj/item/clothing/suit/armor/vest/warden
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name = "Warden's jacket"
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desc = "An armoured jacket with silver rank pips and livery."
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icon_state = "warden_jacket"
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item_state = "armor"
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/obj/item/clothing/suit/armor/riot
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name = "Riot Suit"
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desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
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icon_state = "riot"
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item_state = "swat_suit"
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 1
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armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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flags_inv = HIDEJUMPSUIT
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siemens_coefficient = 0.5
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/obj/item/clothing/suit/armor/bulletproof
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name = "Bulletproof Vest"
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desc = "A vest that excels in protecting the wearer against high-velocity solid projectiles."
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icon_state = "bulletproof"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0.7
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/obj/item/clothing/suit/armor/laserproof
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name = "Ablative Armor Vest"
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desc = "A vest that excels in protecting the wearer against energy projectiles."
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icon_state = "armor_reflec"
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item_state = "armor_reflec"
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blood_overlay_type = "armor"
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armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
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siemens_coefficient = 0
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/obj/item/clothing/suit/armor/swat
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name = "swat suit"
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desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
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icon_state = "deathsquad"
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item_state = "swat_suit"
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gas_transfer_coefficient = 0.01
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permeability_coefficient = 0.01
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flags = FPRINT | TABLEPASS
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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slowdown = 1
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armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 0, rad = 0)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.5
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/obj/item/clothing/suit/armor/swat/officer
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name = "officer jacket"
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desc = "An armored jacket used in special operations."
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icon_state = "detective"
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item_state = "det_suit"
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blood_overlay_type = "coat"
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flags_inv = 0
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/obj/item/clothing/suit/armor/det_suit
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name = "armor"
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desc = "An armored vest with a detective's badge on it."
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icon_state = "detective-armor"
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item_state = "armor"
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blood_overlay_type = "armor"
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flags = FPRINT | TABLEPASS | ONESIZEFITSALL
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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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//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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/obj/item/clothing/suit/armor/reactive
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name = "Reactive Teleport Armor"
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desc = "Someone seperated our Research Director from his own head!"
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var/active = 0.0
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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slowdown = 1
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flags = FPRINT | TABLEPASS
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/reactive/IsShield()
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if(active)
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return 1
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return 0
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user as mob)
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src.active = !( src.active )
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if (src.active)
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user << "\blue The reactive armor is now active."
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src.icon_state = "reactive"
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src.item_state = "reactive"
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else
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user << "\blue The reactive armor is now inactive."
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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src.add_fingerprint(user)
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return
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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active = 0
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src.icon_state = "reactiveoff"
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src.item_state = "reactiveoff"
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..()
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//All of the armor below is mostly unused
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/obj/item/clothing/suit/armor/centcomm
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name = "Cent. Com. armor"
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desc = "A suit that protects against some damage."
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icon_state = "centcom"
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item_state = "centcom"
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w_class = 4//bulky item
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0
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/obj/item/clothing/suit/armor/heavy
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name = "heavy armor"
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desc = "A heavily armored suit that protects against moderate damage."
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icon_state = "heavy"
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item_state = "swat_suit"
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w_class = 4//bulky item
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gas_transfer_coefficient = 0.90
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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slowdown = 3
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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siemens_coefficient = 0
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/obj/item/clothing/suit/armor/tdome
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/suit/armor/tdome/red
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name = "Thunderdome suit (red)"
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desc = "Reddish armor."
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icon_state = "tdred"
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item_state = "tdred"
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siemens_coefficient = 1
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/obj/item/clothing/suit/armor/tdome/green
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name = "Thunderdome suit (green)"
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desc = "Pukish armor."
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icon_state = "tdgreen"
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item_state = "tdgreen"
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siemens_coefficient = 1 |