mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-27 07:08:00 +01:00
Infiltrator Suit Rework: MODsuit edition (#70303)
* Reconfigures the Infiltrator armor set into the Infiltrator modsuit. Comes with a brain agony demoralizer device, and makes it literally impossible to examine you.
This commit is contained in:
@@ -150,3 +150,31 @@
|
||||
mood_change = -3
|
||||
timeout = 2 MINUTES
|
||||
hidden = TRUE
|
||||
|
||||
/datum/demoralise_moods/module
|
||||
mood_category = "module"
|
||||
antag_notification = "I feel oddly refreshed."
|
||||
antag_mood = /datum/mood_event/traitor_module_antag
|
||||
crew_notification = "My head hurts. It feels like something is driving nails into my brain!"
|
||||
crew_mood = /datum/mood_event/traitor_module_crew
|
||||
authority_notification = "My heads beginning to spin. The enemy is at the gate. I'm all alone..."
|
||||
authority_mood = /datum/mood_event/traitor_module_auth
|
||||
reading_requirements = (READING_CHECK_LIGHT)
|
||||
|
||||
/datum/mood_event/traitor_module_antag
|
||||
description = "I think I'll cause problems on purpose."
|
||||
mood_change = 1
|
||||
timeout = 2 MINUTES
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/traitor_module_crew
|
||||
description = "They're on the station! I know it! They're going to get me!"
|
||||
mood_change = -4
|
||||
timeout = 2 MINUTES
|
||||
hidden = TRUE
|
||||
|
||||
/datum/mood_event/traitor_module_auth
|
||||
description = "Nobody on this station is on my side, and the enemy could be anyone! I have to take more drastic measures..."
|
||||
mood_change = -5
|
||||
timeout = 2 MINUTES
|
||||
hidden = TRUE
|
||||
|
||||
@@ -247,17 +247,6 @@
|
||||
greyscale_colors = "#99eeff"
|
||||
clothing_traits = list(TRAIT_QUICKER_CARRY, TRAIT_FASTMED)
|
||||
|
||||
/obj/item/clothing/gloves/color/infiltrator
|
||||
name = "infiltrator gloves"
|
||||
desc = "Specialized tactical gloves for carrying people around. Has tactical rubber grips for tactical ease of kidnapping. Tactically."
|
||||
icon_state = "infiltrator"
|
||||
inhand_icon_state = null
|
||||
greyscale_colors = null
|
||||
siemens_coefficient = 0
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0)
|
||||
clothing_traits = list(TRAIT_QUICKER_CARRY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/gloves/color/latex/engineering
|
||||
name = "tinker's gloves"
|
||||
desc = "Overdesigned engineering gloves that have automated construction subrutines dialed in, allowing for faster construction while worn."
|
||||
|
||||
@@ -349,18 +349,6 @@
|
||||
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/head/helmet/infiltrator
|
||||
name = "infiltrator helmet"
|
||||
desc = "The galaxy isn't big enough for the two of us."
|
||||
icon_state = "infiltrator"
|
||||
inhand_icon_state = "infiltrator_helmet"
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, FIRE = 100, ACID = 100)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
flags_inv = HIDEHAIR|HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/helmet/elder_atmosian
|
||||
name = "\improper Elder Atmosian Helmet"
|
||||
desc = "A superb helmet made with the toughest and rarest materials available to man."
|
||||
|
||||
@@ -11,38 +11,6 @@
|
||||
/obj/item/clothing/mask/balaclava/attack_self(mob/user)
|
||||
adjustmask(user)
|
||||
|
||||
/obj/item/clothing/mask/infiltrator
|
||||
name = "infiltrator balaclava"
|
||||
desc = "It makes you feel safe in your anonymity, but for a stealth outfit you sure do look obvious that you're up to no good. It seems to have a built in heads-up display."
|
||||
icon_state = "syndicate_balaclava"
|
||||
inhand_icon_state = "balaclava"
|
||||
clothing_flags = MASKINTERNALS
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 50, FIRE = 100, ACID = 40)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
var/voice_unknown = FALSE ///This makes it so that your name shows up as unknown when wearing the mask.
|
||||
|
||||
/obj/item/clothing/mask/infiltrator/equipped(mob/living/carbon/human/user, slot)
|
||||
. = ..()
|
||||
if(!(slot & ITEM_SLOT_MASK))
|
||||
return
|
||||
to_chat(user, "You roll the balaclava over your face, and a data display appears before your eyes.")
|
||||
ADD_TRAIT(user, TRAIT_DIAGNOSTIC_HUD, MASK_TRAIT)
|
||||
var/datum/atom_hud/diag_hud = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
|
||||
diag_hud.show_to(user)
|
||||
voice_unknown = TRUE
|
||||
|
||||
/obj/item/clothing/mask/infiltrator/dropped(mob/living/carbon/human/user)
|
||||
to_chat(user, "You pull off the balaclava, and the mask's internal hud system switches off quietly.")
|
||||
REMOVE_TRAIT(user, TRAIT_DIAGNOSTIC_HUD, MASK_TRAIT)
|
||||
var/datum/atom_hud/diag_hud = GLOB.huds[DATA_HUD_DIAGNOSTIC_BASIC]
|
||||
diag_hud.hide_from(user)
|
||||
voice_unknown = FALSE
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/mask/luchador
|
||||
name = "Luchador Mask"
|
||||
desc = "Worn by robust fighters, flying high to defeat their foes!"
|
||||
|
||||
@@ -13,15 +13,6 @@
|
||||
|
||||
create_storage(type = /datum/storage/pockets/shoes)
|
||||
|
||||
/obj/item/clothing/shoes/combat/sneakboots
|
||||
name = "sneakboots"
|
||||
desc = "These boots have special noise cancelling soles. Perfect for stealth, if it wasn't for the color scheme."
|
||||
icon_state = "sneakboots"
|
||||
inhand_icon_state = null
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
clothing_traits = list(TRAIT_SILENT_FOOTSTEPS)
|
||||
|
||||
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
|
||||
name = "\improper SWAT boots"
|
||||
desc = "High speed, no drag combat boots."
|
||||
|
||||
@@ -231,15 +231,6 @@
|
||||
. = ..()
|
||||
allowed = GLOB.detective_vest_allowed
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/infiltrator
|
||||
name = "infiltrator vest"
|
||||
desc = "This vest appears to be made of of highly flexible materials that absorb impacts with ease."
|
||||
icon_state = "infiltrator"
|
||||
inhand_icon_state = null
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, FIRE = 100, ACID = 100)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/swat
|
||||
name = "MK.I SWAT Suit"
|
||||
desc = "A tactical suit first developed in a joint effort by the defunct IS-ERI and Nanotrasen in 2321 for military operations. It has a minor slowdown, but offers decent protection."
|
||||
|
||||
@@ -8,14 +8,21 @@
|
||||
var/t_is = p_are()
|
||||
var/t_es = p_es()
|
||||
var/obscure_name
|
||||
var/obscure_examine
|
||||
|
||||
if(isliving(user))
|
||||
var/mob/living/L = user
|
||||
if(HAS_TRAIT(L, TRAIT_PROSOPAGNOSIA) || HAS_TRAIT(L, TRAIT_INVISIBLE_MAN))
|
||||
obscure_name = TRUE
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
obscure_name = TRUE
|
||||
obscure_examine = TRUE
|
||||
|
||||
. = list("<span class='info'>This is <EM>[!obscure_name ? name : "Unknown"]</EM>!")
|
||||
|
||||
if(obscure_examine)
|
||||
return list("<span class='warning'>You're struggling to make out any details...")
|
||||
|
||||
var/obscured = check_obscured_slots()
|
||||
|
||||
//uniform
|
||||
|
||||
@@ -9,6 +9,8 @@
|
||||
//Useful when player do something with computers
|
||||
/mob/living/carbon/human/proc/get_assignment(if_no_id = "No id", if_no_job = "No job", hand_first = TRUE)
|
||||
var/obj/item/card/id/id = get_idcard(hand_first)
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
return if_no_id
|
||||
if(id)
|
||||
. = id.assignment
|
||||
else
|
||||
@@ -24,6 +26,8 @@
|
||||
//Useful when player do something with computers
|
||||
/mob/living/carbon/human/proc/get_authentification_name(if_no_id = "Unknown")
|
||||
var/obj/item/card/id/id = get_idcard(FALSE)
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
return if_no_id
|
||||
if(id)
|
||||
return id.registered_name
|
||||
var/obj/item/modular_computer/pda = wear_id
|
||||
@@ -35,6 +39,8 @@
|
||||
/mob/living/carbon/human/get_visible_name()
|
||||
var/face_name = get_face_name("")
|
||||
var/id_name = get_id_name("")
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
return "Unknown"
|
||||
if(name_override)
|
||||
return name_override
|
||||
if(face_name)
|
||||
@@ -47,6 +53,8 @@
|
||||
|
||||
//Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when Fluacided or when updating a human's name variable
|
||||
/mob/living/carbon/human/proc/get_face_name(if_no_face="Unknown")
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
return if_no_face //We're Unknown, no face information for you
|
||||
if( wear_mask && (wear_mask.flags_inv&HIDEFACE) ) //Wearing a mask which hides our face, use id-name if possible
|
||||
return if_no_face
|
||||
if( head && (head.flags_inv&HIDEFACE) )
|
||||
@@ -62,6 +70,8 @@
|
||||
var/obj/item/storage/wallet/wallet = wear_id
|
||||
var/obj/item/modular_computer/tablet/pda/pda = wear_id
|
||||
var/obj/item/card/id/id = wear_id
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
. = if_no_id //You get NOTHING, no id name, good day sir
|
||||
if(istype(wallet))
|
||||
id = wallet.front_id
|
||||
if(istype(id))
|
||||
|
||||
@@ -10,6 +10,9 @@
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/GetVoice()
|
||||
if(HAS_TRAIT(src, TRAIT_UNKNOWN))
|
||||
return ("Unknown")
|
||||
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/chameleon))
|
||||
var/obj/item/clothing/mask/chameleon/V = wear_mask
|
||||
if(V.voice_change && wear_id)
|
||||
@@ -20,12 +23,7 @@
|
||||
return real_name
|
||||
else
|
||||
return real_name
|
||||
if(istype(wear_mask, /obj/item/clothing/mask/infiltrator))
|
||||
var/obj/item/clothing/mask/infiltrator/V = wear_mask
|
||||
if(V.voice_unknown)
|
||||
return ("Unknown")
|
||||
else
|
||||
return real_name
|
||||
|
||||
if(mind)
|
||||
var/datum/antagonist/changeling/changeling = mind.has_antag_datum(/datum/antagonist/changeling)
|
||||
if(changeling?.mimicing)
|
||||
|
||||
@@ -928,6 +928,61 @@
|
||||
),
|
||||
)
|
||||
|
||||
/datum/mod_theme/infiltrator
|
||||
name = "infiltrator"
|
||||
desc = "A specialized infiltration suit, developed by the Roseus Galactic Actors Guild to strike fear and awe into the hearts of the public."
|
||||
extended_desc = "Several questions have been raised over the years in regards to the clandestine Infiltrator modular suit. \
|
||||
Why is the suit blood red despite being a sneaking suit? Why did a movie company of all things develop a stealth suit? \
|
||||
The simplest answer is that Roseus Galactic hire more than a few eccentric individuals who know more about \
|
||||
visual aesthetics and prop design than they do functional operative camouflage. But the true reason goes deeper. \
|
||||
The visual appearance of the suit exemplifies brazen displays of power, not true stealth. However, the suit's inbuilt stealth mechanisms\
|
||||
prevent anyone from fully recognizing the occupant, only the suit, creating perfect anonymity. This visual transformation is \
|
||||
backed by inbuilt psi-emitters, heightening stressors common amongst Nanotrasen staff, and clouding identifiable information. \
|
||||
Scrubbed statistical data presented a single correlation within documented psychological profiles. The fear of the Unknown."
|
||||
default_skin = "infiltrator"
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 40, ENERGY = 50, BOMB = 40, BIO = 0, FIRE = 100, ACID = 100, WOUND = 25)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
atom_flags = PREVENT_CONTENTS_EXPLOSION_1
|
||||
siemens_coefficient = 0
|
||||
slowdown_inactive = 0
|
||||
slowdown_active = 0
|
||||
ui_theme = "syndicate"
|
||||
slot_flags = ITEM_SLOT_BELT
|
||||
inbuilt_modules = list(/obj/item/mod/module/infiltrator, /obj/item/mod/module/storage/belt, /obj/item/mod/module/demoralizer)
|
||||
allowed_suit_storage = list(
|
||||
/obj/item/ammo_box,
|
||||
/obj/item/ammo_casing,
|
||||
/obj/item/restraints/handcuffs,
|
||||
/obj/item/assembly/flash,
|
||||
/obj/item/melee/baton,
|
||||
/obj/item/melee/energy/sword,
|
||||
/obj/item/shield/energy,
|
||||
)
|
||||
skins = list(
|
||||
"infiltrator" = list(
|
||||
HELMET_FLAGS = list(
|
||||
UNSEALED_LAYER = null,
|
||||
UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
|
||||
UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
|
||||
SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
|
||||
SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
|
||||
CAN_OVERSLOT = TRUE,
|
||||
),
|
||||
CHESTPLATE_FLAGS = list(
|
||||
UNSEALED_CLOTHING = THICKMATERIAL,
|
||||
CAN_OVERSLOT = TRUE,
|
||||
),
|
||||
GAUNTLETS_FLAGS = list(
|
||||
SEALED_CLOTHING = THICKMATERIAL,
|
||||
CAN_OVERSLOT = TRUE,
|
||||
),
|
||||
BOOTS_FLAGS = list(
|
||||
SEALED_CLOTHING = THICKMATERIAL,
|
||||
CAN_OVERSLOT = TRUE,
|
||||
),
|
||||
),
|
||||
)
|
||||
|
||||
/datum/mod_theme/enchanted
|
||||
name = "enchanted"
|
||||
desc = "The Wizard Federation's relatively low-tech MODsuit. Is very protective, though."
|
||||
|
||||
@@ -205,6 +205,16 @@
|
||||
/obj/item/mod/module/flamethrower,
|
||||
)
|
||||
|
||||
/obj/item/mod/control/pre_equipped/infiltrator
|
||||
theme = /datum/mod_theme/infiltrator
|
||||
applied_cell = /obj/item/stock_parts/cell/super
|
||||
initial_modules = list(
|
||||
/obj/item/mod/module/emp_shield,
|
||||
/obj/item/mod/module/magnetic_harness,
|
||||
/obj/item/mod/module/quick_carry,
|
||||
/obj/item/mod/module/visor/diaghud,
|
||||
)
|
||||
|
||||
/obj/item/mod/control/pre_equipped/enchanted
|
||||
theme = /datum/mod_theme/enchanted
|
||||
applied_core = /obj/item/mod/core/infinite
|
||||
|
||||
@@ -451,3 +451,49 @@
|
||||
if(!holding_storage || holding_storage.max_specific_storage >= mod.w_class)
|
||||
return
|
||||
mod.forceMove(drop_location())
|
||||
|
||||
/obj/item/mod/module/demoralizer
|
||||
name = "MOD psi-echo demoralizer module"
|
||||
desc = "One incredibly morbid member of the RND team at Roseus Galactic posed a question to her colleagues. \
|
||||
'I desire the power to scar my enemies mentally as I murder them. Who will stop me implementing this in our next project?' \
|
||||
And thus the Psi-Echo Demoralizer Device was reluctantly invented. The future of psychological warfare, today!"
|
||||
icon_state = "brain_hurties"
|
||||
complexity = 0
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0.1
|
||||
removable = FALSE
|
||||
var/datum/proximity_monitor/advanced/demoraliser/demoralizer
|
||||
|
||||
/obj/item/mod/module/demoralizer/on_suit_activation()
|
||||
var/datum/demoralise_moods/module/mood_category = new()
|
||||
demoralizer = new(mod.wearer, 7, TRUE, mood_category)
|
||||
|
||||
/obj/item/mod/module/demoralizer/on_suit_deactivation(deleting = FALSE)
|
||||
QDEL_NULL(demoralizer)
|
||||
|
||||
/obj/item/mod/module/infiltrator
|
||||
name = "MOD infiltration core programs module"
|
||||
desc = "The primary stealth systems operating within the suit. Utilizing electromagnetic signals, \
|
||||
the wearer simply cannot be observed closely, or heard clearly by those around them."
|
||||
icon_state = "infiltrator"
|
||||
complexity = 0
|
||||
removable = FALSE
|
||||
idle_power_cost = DEFAULT_CHARGE_DRAIN * 0
|
||||
incompatible_modules = list(/obj/item/mod/module/infiltrator, /obj/item/mod/module/armor_booster, /obj/item/mod/module/welding)
|
||||
|
||||
/obj/item/mod/module/infiltrator/on_install()
|
||||
mod.item_flags |= EXAMINE_SKIP
|
||||
|
||||
/obj/item/mod/module/infiltrator/on_uninstall(deleting = FALSE)
|
||||
mod.item_flags &= ~EXAMINE_SKIP
|
||||
|
||||
/obj/item/mod/module/infiltrator/on_suit_activation()
|
||||
ADD_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
|
||||
ADD_TRAIT(mod.wearer, TRAIT_UNKNOWN, MOD_TRAIT)
|
||||
mod.helmet.flash_protect = FLASH_PROTECTION_WELDER
|
||||
|
||||
/obj/item/mod/module/infiltrator/on_suit_deactivation(deleting = FALSE)
|
||||
REMOVE_TRAIT(mod.wearer, TRAIT_SILENT_FOOTSTEPS, MOD_TRAIT)
|
||||
REMOVE_TRAIT(mod.wearer, TRAIT_UNKNOWN, MOD_TRAIT)
|
||||
if(deleting)
|
||||
return
|
||||
mod.helmet.flash_protect = initial(mod.helmet.flash_protect)
|
||||
|
||||
@@ -60,6 +60,18 @@
|
||||
max_combined_w_class = 30
|
||||
max_items = 21
|
||||
|
||||
/obj/item/mod/module/storage/belt
|
||||
name = "MOD case storage module"
|
||||
desc = "Some concessions had to be made when creating a compressed modular suit core. \
|
||||
As a result, Roseus Galactic equipped their suit with a slimline storage case. \
|
||||
If you find this equipped to a standard modular suit, then someone has almost certainly shortchanged you on a proper storage module."
|
||||
icon_state = "storage_case"
|
||||
complexity = 0
|
||||
max_w_class = WEIGHT_CLASS_SMALL
|
||||
removable = FALSE
|
||||
max_combined_w_class = 21
|
||||
max_items = 7
|
||||
|
||||
/obj/item/mod/module/storage/bluespace
|
||||
name = "MOD bluespace storage module"
|
||||
desc = "A storage system developed by Nanotrasen, these compartments employ \
|
||||
|
||||
@@ -9,13 +9,14 @@
|
||||
surplus = 40
|
||||
|
||||
/datum/uplink_item/suits/infiltrator_bundle
|
||||
name = "Infiltrator Case"
|
||||
desc = "Developed by Roseus Galactic in conjunction with the Gorlex Marauders to produce a functional suit for urban operations, \
|
||||
this suit proves to be cheaper than your standard issue MODsuit, with none of the movement restrictions of the outdated spacesuits employed by the company. \
|
||||
Comes with an armor vest, helmet, sneaksuit, sneakboots, specialized combat gloves and a high-tech balaclava. The case is also rather useful as a storage container."
|
||||
item = /obj/item/storage/toolbox/infiltrator
|
||||
name = "Infiltrator MODsuit"
|
||||
desc = "Developed by the Roseus Galactic Actors Guild in conjunction with the Gorlex Marauders to produce a functional suit for urban operations, \
|
||||
this suit proves to be cheaper than your standard issue MODsuit, with none of the movement restrictions of the space suits employed by the company. \
|
||||
However, this greater mobility comes at a cost, and the suit is ineffective at protecting the wearer from the vacuum of space. \
|
||||
The suit does come pre-equipped with a special psi-emitter stealth module that makes it impossible to recognize the wearer \
|
||||
as well as causing significant demoralization amongst Nanotrasen crew."
|
||||
item = /obj/item/mod/control/pre_equipped/infiltrator
|
||||
cost = 6
|
||||
limited_stock = 1 //you only get one so you don't end up with too many gun cases
|
||||
purchasable_from = ~(UPLINK_NUKE_OPS | UPLINK_CLOWN_OPS)
|
||||
|
||||
/datum/uplink_item/suits/space_suit
|
||||
@@ -59,7 +60,7 @@
|
||||
|
||||
/datum/uplink_item/suits/plate_compression
|
||||
name = "MODsuit Plate Compression Module"
|
||||
desc = "A MODsuit module that lets the suit compress into a smaller size. Not compatible with storage modules."
|
||||
desc = "A MODsuit module that lets the suit compress into a smaller size. Not compatible with storage modules or the Infiltrator MODsuit."
|
||||
item = /obj/item/mod/module/plate_compression
|
||||
progression_minimum = 20 MINUTES
|
||||
cost = 2
|
||||
|
||||
Reference in New Issue
Block a user