[MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)

* Defines damage flags. (#53158)

* Defines damage flags. (Hopefully without 50+ commits)

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
This commit is contained in:
SkyratBot
2020-08-24 22:52:31 +02:00
committed by GitHub
co-authored by TemporalOroboros
parent a6c3cbb8e3
commit 3bd294f26f
278 changed files with 731 additions and 700 deletions
+32 -1
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@@ -3,14 +3,45 @@
//Damage and status effect defines
//Damage defines //TODO: merge these down to reduce on defines
/// Physical fracturing and warping of the material.
#define BRUTE "brute"
#define BURN "fire"
/// Scorching and charring of the material.
#define BURN "burn"
/// Poisoning. Mostly caused by reagents.
#define TOX "toxin"
/// Suffocation.
#define OXY "oxygen"
/// Cellular degredation. Rare and difficult to treat.
#define CLONE "clone"
/// Exhaustion and nonlethal damage.
#define STAMINA "stamina"
/// Brain damage. Should probably be decomissioned and replaced with proper organ damage.
#define BRAIN "brain"
//Damage flag defines //
/// Involves a melee attack or a thrown object.
#define MELEE "melee"
/// Involves a solid projectile.
#define BULLET "bullet"
/// Involves a laser.
#define LASER "laser"
/// Involves an EMP or energy-based projectile.
#define ENERGY "energy"
/// Involves a shockwave, usually from an explosion.
#define BOMB "bomb"
/// Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
#define BIO "bio"
/// Involves ionizing radiation.
#define RAD "rad"
/// Involves fire or temperature extremes.
#define FIRE "fire"
/// Involves corrosive substances.
#define ACID "acid"
/// Involves magic.
#define MAGIC "magic"
/// Involved in checking the likelyhood of applying a wound to a mob.
#define WOUND "wound"
//bitflag damage defines used for suicide_act
#define BRUTELOSS (1<<0)
#define FIRELOSS (1<<1)
+1 -1
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@@ -125,7 +125,7 @@
"<span class='danger'>You hit [src] with [I]!</span>", null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
log_combat(user, src, "attacked", I)
take_damage(I.force, I.damtype, "melee", 1)
take_damage(I.force, I.damtype, MELEE, 1)
/mob/living/attacked_by(obj/item/I, mob/living/user)
send_item_attack_message(I, user)
+1 -1
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@@ -138,7 +138,7 @@
if(ishuman(ML))
var/mob/living/carbon/human/H = ML
affecting = H.get_bodypart(ran_zone(dam_zone))
var/armor = ML.run_armor_check(affecting, "melee")
var/armor = ML.run_armor_check(affecting, MELEE)
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
ML.visible_message("<span class='danger'>[name] bites [ML]!</span>", \
+1 -1
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@@ -30,7 +30,7 @@ SUBSYSTEM_DEF(fire_burning)
if(O.resistance_flags & ON_FIRE) //in case an object is extinguished while still in currentrun
if(!(O.resistance_flags & FIRE_PROOF))
O.take_damage(20, BURN, "fire", 0)
O.take_damage(20, BURN, FIRE, 0)
else
O.extinguish()
+1 -1
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@@ -56,7 +56,7 @@
return vars[rating]
/datum/armor/proc/getList()
return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound)
/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
+1 -1
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@@ -2,7 +2,7 @@
var/amount = 0
var/maxamount = 3
var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide
var/datum/armor/added_armor = list("melee" = 10)
var/datum/armor/added_armor = list(MELEE = 10)
var/upgrade_name
/datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor)
+1 -1
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@@ -98,7 +98,7 @@
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
if(damage > 0)
var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
/datum/component/embedded/Destroy()
+1 -1
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@@ -145,7 +145,7 @@
return !is_mouth_covered()
/mob/living/carbon/CanSpreadAirborneDisease()
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating(BIO) >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating(BIO) >= 25)))
/mob/living/proc/set_shocked()
flags_1 |= SHOCKED_1
+1 -1
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@@ -76,7 +76,7 @@
var/actual_chance = embed_chance
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
if(armor) // we only care about armor penetration if there's actually armor to penetrate
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
+1 -1
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@@ -27,7 +27,7 @@
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, A.dna.species.attack_sound, 25, TRUE, -1)
+4 -4
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@@ -90,7 +90,7 @@
if(D.stat || D.IsParalyzed())
return 0
var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST)
var/armor_block = D.run_armor_check(affecting, "melee")
var/armor_block = D.run_armor_check(affecting, MELEE)
D.visible_message("<span class='warning'>[A] leg sweeps [D]!</span>", \
"<span class='userdanger'>Your legs are sweeped by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", null, A)
to_chat(A, "<span class='danger'>You leg sweep [D]!</span>")
@@ -133,7 +133,7 @@
return 1
log_combat(A, D, "punched")
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
var/armor_block = D.run_armor_check(affecting, MELEE)
var/picked_hit_type = pick("punch", "kick")
var/bonus_damage = 0
if(!(D.mobility_flags & MOBILITY_STAND))
@@ -156,7 +156,7 @@
if(check_streak(A,D))
return 1
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
var/armor_block = D.run_armor_check(affecting, MELEE)
if((D.mobility_flags & MOBILITY_STAND))
D.visible_message("<span class='danger'>[A] reprimands [D]!</span>", \
"<span class='userdanger'>You're slapped by [A]!</span>", "<span class='hear'>You hear a sickening sound of flesh hitting flesh!</span>", COMBAT_MESSAGE_RANGE, A)
@@ -223,4 +223,4 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+1 -1
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@@ -23,7 +23,7 @@ Simple datum which is instanced once per type and is used for every object of sa
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
///How beautiful is this material per unit
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
+22 -22
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@@ -23,7 +23,7 @@
shard_type = /obj/item/shard
value_per_unit = 0.0025
beauty_modifier = 0.05
armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2)
armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2)
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
@@ -74,7 +74,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
alpha = 132
value_per_unit = 0.25
beauty_modifier = 0.3
armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -89,7 +89,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -114,7 +114,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
shard_type = /obj/item/shard/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away.
armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -184,7 +184,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -199,7 +199,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 0.3
beauty_modifier = 0.5
armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
@@ -215,7 +215,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.0125
beauty_modifier = -0.01
armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.adjust_disgust(17)
@@ -238,7 +238,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.01
beauty_modifier = 0.1
armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
. = ..()
@@ -271,7 +271,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
@@ -286,7 +286,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
strength_modifier = 1.2
armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.5, "energy" = 1.5, "bomb" = 1.5, "bio" = 1.5, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.5
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
@@ -341,7 +341,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.35
beauty_modifier = 0.35
strength_modifier = 1.2
armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 0.7, "bio" = 1, "rad" = 1, "fire" = 1.3, "acid" = 1)
armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -357,7 +357,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.001
strength_modifier = 0.5
integrity_modifier = 0.1
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
@@ -386,7 +386,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -402,7 +402,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
@@ -418,7 +418,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/tile/bronze
value_per_unit = 0.025
armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.2
/datum/material/paper
@@ -428,7 +428,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
@@ -453,7 +453,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 0.003
armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = -0.1
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
@@ -476,7 +476,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/bone
value_per_unit = 0.05
armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.2
/datum/material/bamboo
@@ -486,7 +486,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
value_per_unit = 0.0025
armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"
+1 -1
View File
@@ -8,7 +8,7 @@
value_per_unit = 0.05
beauty_modifier = -0.3
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "meat"
+1 -1
View File
@@ -7,7 +7,7 @@
value_per_unit = 0.05
beauty_modifier = 0.1
strength_modifier = 0.7
armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "pizza"
@@ -21,12 +21,12 @@
protect_indoors = TRUE
target_trait = ZTRAIT_ACIDRAIN
immunity_type = "acid" // temp
immunity_type = ACID // temp
barometer_predictable = TRUE
/datum/weather/acid_rain/weather_act(mob/living/L)
var/resist = L.getarmor(null, "acid")
var/resist = L.getarmor(null, ACID)
if(prob(max(0,100-resist)))
L.acid_act(20,20)
@@ -21,7 +21,7 @@
/area/ai_monitored/turret_protected/ai, /area/storage/emergency/starboard, /area/storage/emergency/port, /area/shuttle, /area/security/prison/safe, /area/security/prison/toilet)
target_trait = ZTRAIT_STATION
immunity_type = "rad"
immunity_type = RAD
/datum/weather/rad_storm/telegraph()
..()
@@ -29,7 +29,7 @@
/datum/weather/rad_storm/weather_act(mob/living/L)
var/resist = L.getarmor(null, "rad")
var/resist = L.getarmor(null, RAD)
if(prob(40))
if(ishuman(L))
var/mob/living/carbon/human/H = L
+1 -1
View File
@@ -288,7 +288,7 @@
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway)
if((P.flag in list(BULLET, BOMB)) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
@@ -17,7 +17,7 @@
desc = "advanced clown shoes that protect the wearer and render them nearly immune to slipping on their own peels. They also squeak at 100% capacity."
clothing_flags = NOSLIP
slowdown = SHOES_SLOWDOWN
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
@@ -28,7 +28,7 @@
name = "mk-honk combat shoes"
desc = "The culmination of years of clown combat research, these shoes leave a trail of chaos in their wake. They will slowly recharge themselves over time, or can be manually charged with bananium."
slowdown = SHOES_SLOWDOWN
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
@@ -266,7 +266,7 @@
icon_state = "darkhonker"
max_integrity = 300
deflect_chance = 15
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 35000
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
+4 -4
View File
@@ -131,7 +131,7 @@ Class Procs:
/obj/machinery/Initialize()
if(!armor)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
. = ..()
GLOB.machines += src
@@ -355,7 +355,7 @@ Class Procs:
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.visible_message("<span class='danger'>[user.name] smashes against \the [src.name] with its paws.</span>", null, null, COMBAT_MESSAGE_RANGE)
take_damage(4, BRUTE, "melee", 1)
take_damage(4, BRUTE, MELEE, 1)
/obj/machinery/attack_hulk(mob/living/carbon/user)
. = ..()
@@ -603,7 +603,7 @@ Class Procs:
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE) && !(resistance_flags & INDESTRUCTIBLE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
take_damage(power * 0.0005, BURN, "energy")
take_damage(power * 0.0005, BURN, ENERGY)
if(prob(40))
emp_act(EMP_LIGHT)
power -= power * 0.0005
@@ -625,7 +625,7 @@ Class Procs:
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/rust_heretic_act()
take_damage(500, BRUTE, "melee", 1)
take_damage(500, BRUTE, MELEE, 1)
/**
* Generate a name devices
+1 -1
View File
@@ -6,7 +6,7 @@
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
plane = FLOOR_PLANE
max_integrity = 200
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/uses = 20
var/cooldown = 0
+1 -1
View File
@@ -10,7 +10,7 @@
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = LAVA_PROOF | FIRE_PROOF
+1 -1
View File
@@ -13,7 +13,7 @@
layer = WALL_OBJ_LAYER
resistance_flags = FIRE_PROOF
damage_deflection = 12
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 50)
max_integrity = 100
integrity_failure = 0.5
var/default_camera_icon = "camera" //the camera's base icon used by update_icon - icon_state is primarily used for mapping display purposes.
+3 -3
View File
@@ -8,7 +8,7 @@
active_power_usage = 300
max_integrity = 200
integrity_failure = 0.5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
@@ -84,10 +84,10 @@
switch(severity)
if(1)
if(prob(50))
obj_break("energy")
obj_break(ENERGY)
if(2)
if(prob(10))
obj_break("energy")
obj_break(ENERGY)
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
+1 -1
View File
@@ -121,7 +121,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0)
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0)
var/deploy_time = 40
var/deploy_message = TRUE
+1 -1
View File
@@ -1242,7 +1242,7 @@
add_hiddenprint(user)
/obj/machinery/door/airlock/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
if((damage_amount >= obj_integrity) && (damage_flag == "bomb"))
if((damage_amount >= obj_integrity) && (damage_flag == BOMB))
flags_1 |= NODECONSTRUCT_1 //If an explosive took us out, don't drop the assembly
. = ..()
if(obj_integrity < (0.75 * max_integrity))
+1 -1
View File
@@ -541,7 +541,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
//////////////////////////////////
/*
+1 -1
View File
@@ -10,7 +10,7 @@
layer = OPEN_DOOR_LAYER
power_channel = AREA_USAGE_ENVIRON
max_integrity = 350
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
ricochet_chance_mod = 0.8
+1 -1
View File
@@ -19,7 +19,7 @@
layer = BELOW_OPEN_DOOR_LAYER
closingLayer = CLOSED_FIREDOOR_LAYER
assemblytype = /obj/structure/firelock_frame
armor = list("melee" = 10, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 100, RAD = 100, FIRE = 95, ACID = 70)
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
var/nextstate = null
var/boltslocked = TRUE
+1 -1
View File
@@ -6,7 +6,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
var/password = "Swordfish"
+1 -1
View File
@@ -11,7 +11,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
+1 -1
View File
@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
visible = FALSE
flags_1 = ON_BORDER_1
opacity = FALSE
+1 -1
View File
@@ -10,7 +10,7 @@
name = "space electrolyzer"
desc = "Thanks to the fast and dynamic response of our electrolyzers, on-site hydrogen production is guaranteed. Warranty void if used by clowns"
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
circuit = /obj/item/circuitboard/machine/electrolyzer
/// We don't use area power, we always use the cell
use_power = NO_POWER_USE
+1 -1
View File
@@ -19,7 +19,7 @@
icon_state = "fire0"
max_integrity = 250
integrity_failure = 0.4
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
+1 -1
View File
@@ -39,7 +39,7 @@ Possible to do for anyone motivated enough:
idle_power_usage = 5
active_power_usage = 100
max_integrity = 300
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
circuit = /obj/item/circuitboard/machine/holopad
/// List of living mobs that use the holopad
var/list/masters
+1 -1
View File
@@ -8,7 +8,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 300
armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 50, BULLET = 30, LASER = 70, ENERGY = 50, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
var/id = null
var/on = FALSE
+1 -1
View File
@@ -9,7 +9,7 @@
desc = "A radio beacon used for bot navigation and crew wayfinding."
layer = LOW_OBJ_LAYER
max_integrity = 500
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 70, BULLET = 70, LASER = 70, ENERGY = 70, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
+2 -2
View File
@@ -186,7 +186,7 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
max_integrity = 200
integrity_failure = 0.25
var/screen = 0
@@ -768,7 +768,7 @@ GLOBAL_LIST_EMPTY(allCasters)
if(user.a_intent != INTENT_HARM)
to_chat(user, "<span class='warning'>The newscaster controls are far too complicated for your tiny brain!</span>")
else
take_damage(5, BRUTE, "melee")
take_damage(5, BRUTE, MELEE)
/obj/machinery/newscaster/proc/AttachPhoto(mob/user)
var/obj/item/photo/photo = user.is_holding_item_of_type(/obj/item/photo)
@@ -28,7 +28,7 @@
power_channel = AREA_USAGE_EQUIP //drains power from the EQUIPMENT channel
max_integrity = 160 //the turret's health
integrity_failure = 0.5
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
base_icon_state = "standard"
/// Scan range of the turret for locating targets
var/scan_range = 7
@@ -739,7 +739,7 @@
lethal_projectile = /obj/projectile/bullet/p50/penetrator/shuttle
lethal_projectile_sound = 'sound/weapons/gun/smg/shot.ogg'
stun_projectile_sound = 'sound/weapons/gun/smg/shot.ogg'
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 80, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/porta_turret/syndicate/shuttle/target(atom/movable/target)
if(target)
+1 -1
View File
@@ -67,7 +67,7 @@ GLOBAL_LIST_EMPTY(req_console_ckey_departments)
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
max_integrity = 300
armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/requests_console/update_icon_state()
if(machine_stat & NOPOWER)
+1 -1
View File
@@ -29,7 +29,7 @@
idle_power_usage = 10
active_power_usage = 100
max_integrity = 500
armor = list("melee" = 45, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 10, "bio" = 30, "rad" = 30, "fire" = 30, "acid" = 30)
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 30, RAD = 30, FIRE = 30, ACID = 30)
var/static/list/numbers = list("0" = "green", "1" = "red", "3" = "red", "5" = "red", "7" = "red", "9" = "red", "12" = "red", "14" = "red", "16" = "red",\
"18" = "red", "19" = "red", "21" = "red", "23" = "red", "25" = "red", "27" = "red", "30" = "red", "32" = "red", "34" = "red", "36" = "red",\
"2" = "black", "4" = "black", "6" = "black", "8" = "black", "10" = "black", "11" = "black", "13" = "black", "15" = "black", "17" = "black", "20" = "black",\
+1 -1
View File
@@ -29,7 +29,7 @@
if(1)
qdel(src)
if(2)
take_damage(50, BRUTE, "energy", 0)
take_damage(50, BRUTE, ENERGY, 0)
/obj/structure/emergency_shield/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
+1 -1
View File
@@ -11,7 +11,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
max_integrity = 250
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
circuit = /obj/item/circuitboard/machine/space_heater
/// We don't use area power, we always use the cell
use_power = NO_POWER_USE
@@ -14,7 +14,7 @@
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/obj/item/stored
/obj/machinery/blackbox_recorder/Initialize()
+1 -1
View File
@@ -2,7 +2,7 @@
force = 30
internals_req_access = list(ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY)
internal_damage_threshold = 50
armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 30, BULLET = 30, LASER = 15, ENERGY = 20, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
mouse_pointer = 'icons/effects/mouse_pointers/mecha_mouse.dmi'
destruction_sleep_duration = 40
exit_delay = 40
+1 -1
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list("melee" = 40, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 50, "fire" = 100, "acid" = 100)
armor = list(MELEE = 40, BULLET = 35, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
+1 -1
View File
@@ -3,7 +3,7 @@
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
exit_delay = 40
step_in = 4
dir_in = 1 //Facing North.
+2 -2
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
leg_overload_coeff = 80
infra_luminosity = 6
@@ -27,7 +27,7 @@
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 20
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" =20, "fire" = 100, "acid" = 100)
armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD =20, FIRE = 100, ACID = 100)
max_temperature = 35000
leg_overload_coeff = 70
force = 30
+1 -1
View File
@@ -6,7 +6,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_THEATRE)
+1 -1
View File
@@ -5,7 +5,7 @@
step_in = 5
max_integrity = 500
deflect_chance = 25
armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 60, "fire" = 100, "acid" = 100)
armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
+1 -1
View File
@@ -7,7 +7,7 @@
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 50, "fire" = 100, "acid" = 100)
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
+1 -1
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
@@ -123,7 +123,7 @@
else
//drill makes a hole
var/obj/item/bodypart/target_part = target.get_bodypart(ran_zone(BODY_ZONE_CHEST))
target.apply_damage(10, BRUTE, BODY_ZONE_CHEST, target.run_armor_check(target_part, "melee"))
target.apply_damage(10, BRUTE, BODY_ZONE_CHEST, target.run_armor_check(target_part, MELEE))
//blood splatters
var/splatter_dir = get_dir(chassis, target)
+1 -1
View File
@@ -23,7 +23,7 @@
var/overload_step_energy_drain_min = 100
max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
var/list/facing_modifiers = list(MECHA_FRONT_ARMOUR = 1.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 0.5)
var/equipment_disabled = 0 //disabled due to EMP
/// Keeps track of the mech's cell
+6 -6
View File
@@ -229,14 +229,14 @@
return
var/new_damtype
switch(chassis.damtype)
if("tox")
new_damtype = "brute"
if(TOX)
new_damtype = BRUTE
chassis.occupant_message("<span class='notice'>Your exosuit's hands form into fists.</span>")
if("brute")
new_damtype = "fire"
if(BRUTE)
new_damtype = BURN
chassis.occupant_message("<span class='notice'>A torch tip extends from your exosuit's hand, glowing red.</span>")
if("fire")
new_damtype = "tox"
if(BURN)
new_damtype = TOX
chassis.occupant_message("<span class='notice'>A bone-chillingly thick plasteel needle protracts from the exosuit's palm.</span>")
chassis.damtype = new_damtype
button_icon_state = "mech_damtype_[new_damtype]"
+8 -8
View File
@@ -11,9 +11,9 @@
if(. && obj_integrity > 0)
spark_system.start()
switch(damage_flag)
if("fire")
if(FIRE)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL))
if("melee")
if(MELEE)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
else
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT))
@@ -27,13 +27,13 @@
return 0
var/booster_deflection_modifier = 1
var/booster_damage_modifier = 1
if(damage_flag == "bullet" || damage_flag == "laser" || damage_flag == "energy")
if(damage_flag == BULLET || damage_flag == LASER || damage_flag == ENERGY)
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
booster_deflection_modifier = B.deflect_coeff
booster_damage_modifier = B.damage_coeff
break
else if(damage_flag == "melee")
else if(damage_flag == MELEE)
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react())
booster_deflection_modifier *= B.deflect_coeff
@@ -67,7 +67,7 @@
/obj/mecha/attack_alien(mob/living/user)
log_message("Attack by alien. Attacker - [user].", LOG_MECHA, color="red")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
attack_generic(user, 15, BRUTE, "melee", 0)
attack_generic(user, 15, BRUTE, MELEE, 0)
/obj/mecha/attack_animal(mob/living/simple_animal/user)
log_message("Attack by simple animal. Attacker - [user].", LOG_MECHA, color="red")
@@ -84,7 +84,7 @@
animal_damage = user.obj_damage
animal_damage = min(animal_damage, 20*user.environment_smash)
log_combat(user, src, "attacked")
attack_generic(user, animal_damage, user.melee_damage_type, "melee", play_soundeffect)
attack_generic(user, animal_damage, user.melee_damage_type, MELEE, play_soundeffect)
return 1
@@ -99,7 +99,7 @@
/obj/mecha/blob_act(obj/structure/blob/B)
log_message("Attack by blob. Attacker - [B].", LOG_MECHA, color="red")
take_damage(30, BRUTE, "melee", 0, get_dir(src, B))
take_damage(30, BRUTE, MELEE, 0, get_dir(src, B))
/obj/mecha/attack_tk()
return
@@ -157,7 +157,7 @@
return
if(get_charge())
use_power((cell.charge/3)/(severity*2))
take_damage(30 / severity, BURN, "energy", 1)
take_damage(30 / severity, BURN, ENERGY, 1)
log_message("EMP detected", LOG_MECHA, color="red")
if(istype(src, /obj/mecha/combat))
+1 -1
View File
@@ -10,7 +10,7 @@
lights_power = 7
deflect_chance = 10
step_energy_drain = 15 //slightly higher energy drain since you movin those wheels FAST
armor = list("melee" = 20, "bullet" = 10, "laser" = 20, "energy" = 10, "bomb" = 60, "bio" = 0, "rad" = 70, "fire" = 100, "acid" = 100) //low armor to compensate for fire protection and speed
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100) //low armor to compensate for fire protection and speed
max_equip = 7
wreckage = /obj/structure/mecha_wreckage/clarke
enter_delay = 40
+3 -3
View File
@@ -12,7 +12,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 20, "fire" = 100, "acid" = 100)
armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, RAD = 20, FIRE = 100, ACID = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
internals_req_access = list(ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_MINING)
@@ -45,7 +45,7 @@
/obj/mecha/working/ripley/Initialize()
. = ..()
AddComponent(/datum/component/armor_plate,3,/obj/item/stack/sheet/animalhide/goliath_hide,list("melee" = 10, "bullet" = 5, "laser" = 5))
AddComponent(/datum/component/armor_plate,3,/obj/item/stack/sheet/animalhide/goliath_hide,list(MELEE = 10, BULLET = 5, LASER = 5))
/obj/mecha/working/ripley/Destroy()
@@ -64,7 +64,7 @@
step_in = 4
max_temperature = 30000
max_integrity = 250
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 70, "fire" = 100, "acid" = 100)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
wreckage = /obj/structure/mecha_wreckage/ripley/mkii
enclosed = TRUE
enter_delay = 40
+1 -1
View File
@@ -15,7 +15,7 @@
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
if(damage_flag == "melee")
if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 2
+2 -2
View File
@@ -204,9 +204,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
item_flags |= FORCE_STRING_OVERRIDE
if(!hitsound)
if(damtype == "fire")
if(damtype == BURN)
hitsound = 'sound/items/welder.ogg'
if(damtype == "brute")
if(damtype == BRUTE)
hitsound = "swing_hit"
/obj/item/Destroy()
+1 -1
View File
@@ -24,7 +24,7 @@ RLD
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
req_access_txt = "11"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
+1 -1
View File
@@ -189,7 +189,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/working = 0
+1 -1
View File
@@ -18,7 +18,7 @@ RSF
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
///The current matter count
var/matter = 0
///The max amount of matter in the device
+1 -1
View File
@@ -69,7 +69,7 @@
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = ITEM_SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/id_type_name = "identification card"
var/mining_points = 0 //For redeeming at mining equipment vendors
+4 -4
View File
@@ -42,7 +42,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
playsound(src, 'sound/items/match_strike.ogg', 15, TRUE)
lit = TRUE
icon_state = "match_lit"
damtype = "fire"
damtype = BURN
force = 3
hitsound = 'sound/items/welder.ogg'
inhand_icon_state = "cigon"
@@ -57,7 +57,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(lit)
lit = FALSE
burnt = TRUE
damtype = "brute"
damtype = BRUTE
force = initial(force)
icon_state = "match_burnt"
inhand_icon_state = "cigoff"
@@ -189,7 +189,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
attack_verb_continuous = list("burns", "sings")
attack_verb_simple = list("burn", "sing")
hitsound = 'sound/items/welder.ogg'
damtype = "fire"
damtype = BURN
force = 4
if(reagents.get_reagent_amount(/datum/reagent/toxin/plasma)) // the plasma explodes when exposed to fire
var/datum/effect_system/reagents_explosion/e = new()
@@ -676,7 +676,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
lit = new_lit
if(lit)
force = 5
damtype = "fire"
damtype = BURN
hitsound = 'sound/items/welder.ogg'
attack_verb_continuous = list("burns", "sings")
attack_verb_simple = list("burn", "sing")
+1 -1
View File
@@ -36,7 +36,7 @@
icon = 'icons/obj/money_machine.dmi'
icon_state = "bogdanoff"
layer = LARGE_MOB_LAYER
armor = list("melee" = 80, "bullet" = 30, "laser" = 30, "energy" = 60, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
density = TRUE
pixel_z = -8
max_integrity = 5000
+1 -1
View File
@@ -14,7 +14,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
+1 -1
View File
@@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(PDAs)
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
actions_types = list(/datum/action/item_action/toggle_light)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
light_system = MOVABLE_LIGHT
light_range = 2.3
@@ -325,7 +325,7 @@
if(.)
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
force = on_damage
damtype = "fire"
damtype = BURN
START_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/get_temperature()
@@ -88,7 +88,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
+1 -1
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@@ -24,7 +24,7 @@
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 75
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -110
bare_wound_bonus = 20
+1 -1
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@@ -16,7 +16,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
+1 -1
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@@ -33,7 +33,7 @@
attack_verb_continuous = list("burns")
attack_verb_simple = list("burn")
set_light(l_range = 2, l_power = 2)
damtype = "fire"
damtype = BURN
START_PROCESSING(SSobj, src)
playsound(src, 'sound/effects/fuse.ogg', 20, TRUE)
update_icon()
@@ -29,5 +29,5 @@
qdel(smoke) //And deleted again. Sad really.
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
B.take_damage(damage, BURN, "melee", 0)
B.take_damage(damage, BURN, MELEE, 0)
qdel(src)
+1 -1
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@@ -37,7 +37,7 @@
throw_range = 5
custom_materials = list(/datum/material/iron=500)
breakouttime = 1 MINUTES
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //for disposable cuffs
+1 -1
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@@ -5,7 +5,7 @@
desc = "Deus Vult."
icon_state = "knight_templar"
inhand_icon_state = "knight_templar"
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
+3 -3
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@@ -29,7 +29,7 @@
attack_verb_continuous = list("attacks", "stabs", "pokes")
attack_verb_simple = list("attack", "stab", "poke")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
item_flags = EYE_STAB
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
@@ -88,7 +88,7 @@
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
item_flags = EYE_STAB
var/bayonet = FALSE //Can this be attached to a gun?
custom_price = 250
@@ -236,7 +236,7 @@
throwforce = 12
attack_verb_continuous = list("shanks", "shivs")
attack_verb_simple = list("shank", "shiv")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
custom_materials = list(/datum/material/glass=400)
/obj/item/kitchen/knife/shiv/carrot
+1 -1
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@@ -3,7 +3,7 @@
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
light_system = MOVABLE_LIGHT
light_range = 3
+1 -1
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@@ -12,7 +12,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/wielded = FALSE // track wielded status on item
+1 -1
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@@ -14,7 +14,7 @@
inhand_icon_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
+1 -1
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@@ -12,7 +12,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
var/fisto_setting = 1
+1 -1
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@@ -39,7 +39,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
/// Make sure that the key has the same puzzle_id as the keycard door!
+4 -4
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@@ -273,7 +273,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
@@ -287,7 +287,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -301,7 +301,7 @@
desc = "A religious-looking hat."
worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -361,7 +361,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots?
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
clothing_flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
+2 -2
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@@ -2,7 +2,7 @@
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/transparent = FALSE // makes beam projectiles pass through the shield
/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
@@ -95,7 +95,7 @@
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
max_integrity = 30
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
+1 -1
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@@ -10,7 +10,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
+1 -1
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@@ -18,7 +18,7 @@
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
wound_bonus = -15
@@ -21,7 +21,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
icon_state = "sheet-glass"
inhand_icon_state = "sheet-glass"
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
@@ -87,7 +87,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
icon_state = "sheet-pglass"
inhand_icon_state = "sheet-pglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
@@ -138,7 +138,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
icon_state = "sheet-rglass"
inhand_icon_state = "sheet-rglass"
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
@@ -185,7 +185,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-prglass"
inhand_icon_state = "sheet-prglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.5)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
material_flags = MATERIAL_NO_EFFECTS
merge_type = /obj/item/stack/sheet/plasmarglass
@@ -209,7 +209,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass"
inhand_icon_state = "sheet-titaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
@@ -229,7 +229,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass"
inhand_icon_state = "sheet-plastitaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
material_flags = MATERIAL_NO_EFFECTS
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
@@ -254,7 +254,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
attack_verb_simple = list("stab", "slash", "slice", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
sharpness = SHARP_EDGED
var/icon_prefix
@@ -161,7 +161,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
throwforce = 10
flags_1 = CONDUCT_1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20)
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT)
sheettype = "wood"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -265,7 +265,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT)
throwforce = 15
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/bamboo
grind_results = list(/datum/reagent/cellulose = 10)
@@ -337,7 +337,7 @@
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
mineralType = "metal"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
matter_amount = 1
+1 -1
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@@ -56,7 +56,7 @@
inhand_icon_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
/obj/item/storage/backpack/holding/ComponentInitialize()
+1 -1
View File
@@ -14,7 +14,7 @@
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
throwforce = 7
var/throw_stun_chance = 35
+1 -1
View File
@@ -14,7 +14,7 @@
throw_range = 4
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
+1 -1
View File
@@ -12,7 +12,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
+1 -1
View File
@@ -111,7 +111,7 @@
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=10000)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
+2 -2
View File
@@ -225,7 +225,7 @@
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
damtype = "fire"
damtype = BURN
usesound = 'sound/weapons/bladeslice.ogg'
var/usesLeft
@@ -239,7 +239,7 @@
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_tongs"
toolspeed = 0.75
damtype = "fire"
damtype = BURN
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/hemostat/supermatter/Destroy()
+1 -1
View File
@@ -19,7 +19,7 @@
attack_verb_simple = list("attack", "bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/force_opens = FALSE
/obj/item/crowbar/suicide_act(mob/user)
+1 -1
View File
@@ -21,7 +21,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
item_flags = EYE_STAB
+5 -5
View File
@@ -24,7 +24,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
@@ -74,7 +74,7 @@
switch(welding)
if(0)
force = 3
damtype = "brute"
damtype = BRUTE
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
@@ -82,7 +82,7 @@
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
damtype = BURN
++burned_fuel_for
if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
use(1)
@@ -227,7 +227,7 @@
to_chat(user, "<span class='notice'>You switch [src] on.</span>")
playsound(loc, acti_sound, 50, TRUE)
force = 15
damtype = "fire"
damtype = BURN
hitsound = 'sound/items/welder.ogg'
update_icon()
START_PROCESSING(SSobj, src)
@@ -244,7 +244,7 @@
set_welding(FALSE)
force = 3
damtype = "brute"
damtype = BRUTE
hitsound = "swing_hit"
update_icon()
+1 -1
View File
@@ -22,7 +22,7 @@
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/random_color = TRUE
var/static/list/wirecutter_colors = list(
"blue" = "#1861d5",
+1 -1
View File
@@ -19,7 +19,7 @@
attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")

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