[MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435)

* removes permeability, rolling it into bio armor

* e

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-05-09 01:16:27 +01:00
committed by GitHub
co-authored by Fikou Gandalf
parent a86a017f02
commit c1a1683db6
130 changed files with 214 additions and 304 deletions
@@ -764,7 +764,7 @@
/area/ruin/space/has_grav/syndicate_forgotten_ship)
"cp" = (
/obj/machinery/door/window{
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "fire" = 70, "acid" = 100);
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 0, "fire" = 70, "acid" = 100);
name = "Control room";
req_one_access_txt = "150"
},
@@ -1152,7 +1152,7 @@
},
/obj/structure/fans/tiny,
/obj/machinery/door/airlock/grunge{
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "fire" = 90, "acid" = 90);
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 0, "fire" = 90, "acid" = 90);
desc = "Vault airlock preventing air from going out.";
name = "Syndicate Vault Airlock";
req_one_access_txt = "150"
+1 -1
View File
@@ -105,7 +105,7 @@
name = "Disco Inferno"
},
/obj/machinery/door/airlock/gold{
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "fire" = 100, "acid" = 100);
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 0, "fire" = 100, "acid" = 100);
heat_proof = 1;
resistance_flags = 2
},
+7 -7
View File
@@ -97,18 +97,18 @@
/datum/component/infective/proc/try_infect_equipped(datum/source, mob/living/L, slot)
SIGNAL_HANDLER
var/old_permeability
var/old_bio_armor
if(isitem(parent))
//if you are putting an infective item on, it obviously will not protect you, so set its permeability high enough that it will never block ContactContractDisease()
var/obj/item/I = parent
old_permeability = I.permeability_coefficient
I.permeability_coefficient = 1.01
//if you are putting an infective item on, it obviously will not protect you, so set its bio armor low enough that it will never block ContactContractDisease()
var/obj/item/equipped_item = parent
old_bio_armor = equipped_item.armor.getRating(BIO)
equipped_item.armor.setRating(bio = 0)
try_infect(L, slot2body_zone(slot))
if(isitem(parent))
var/obj/item/I = parent
I.permeability_coefficient = old_permeability
var/obj/item/equipped_item = parent
equipped_item.armor.setRating(bio = old_bio_armor)
/datum/component/infective/proc/try_infect_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
+39 -55
View File
@@ -32,84 +32,68 @@
D.try_infect(src)
/mob/living/carbon/ContactContractDisease(datum/disease/D, target_zone)
if(!CanContractDisease(D))
/mob/living/carbon/ContactContractDisease(datum/disease/disease, target_zone)
if(!CanContractDisease(disease))
return FALSE
var/obj/item/clothing/Cl = null
var/passed = TRUE
var/head_ch = 80
var/body_ch = 100
var/hands_ch = 35
var/feet_ch = 15
var/head_chance = 80
var/body_chance = 100
var/hands_chance = 35/2
var/feet_chance = 15/2
if(prob(15/D.permeability_mod))
if(prob(15/disease.spreading_modifier))
return
if(satiety>0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease.
return
//Lefts and rights do not matter for arms and legs, they both run the same checks
if(!target_zone)
target_zone = pick(head_ch;BODY_ZONE_HEAD,body_ch;BODY_ZONE_CHEST,hands_ch;BODY_ZONE_L_ARM,feet_ch;BODY_ZONE_L_LEG)
target_zone = pick_weight(list(
BODY_ZONE_HEAD = head_chance,
BODY_ZONE_CHEST = body_chance,
BODY_ZONE_R_ARM = hands_chance,
BODY_ZONE_L_ARM = hands_chance,
BODY_ZONE_R_LEG = feet_chance,
BODY_ZONE_L_LEG = feet_chance,
))
else
target_zone = check_zone(target_zone)
if(ismonkey(src))
var/mob/living/carbon/human/M = src
switch(target_zone)
if(BODY_ZONE_HEAD)
if(M.wear_mask && isobj(M.wear_mask))
Cl = M.wear_mask
passed = prob((Cl.permeability_coefficient*100) - 1)
else if(ishuman(src))
var/mob/living/carbon/human/H = src
if(ishuman(src))
var/mob/living/carbon/human/infecting_human = src
switch(target_zone)
if(BODY_ZONE_HEAD)
if(isobj(H.head) && !istype(H.head, /obj/item/paper))
Cl = H.head
passed = prob((Cl.permeability_coefficient*100) - 1)
if(passed && isobj(H.wear_mask))
Cl = H.wear_mask
passed = prob((Cl.permeability_coefficient*100) - 1)
if(passed && isobj(H.wear_neck))
Cl = H.wear_neck
passed = prob((Cl.permeability_coefficient*100) - 1)
if(isobj(infecting_human.head))
passed = prob(100-infecting_human.head.armor.getRating(BIO))
if(passed && isobj(infecting_human.wear_mask))
passed = prob(100-infecting_human.wear_mask.armor.getRating(BIO))
if(passed && isobj(infecting_human.wear_neck))
passed = prob(100-infecting_human.wear_neck.armor.getRating(BIO))
if(BODY_ZONE_CHEST)
if(isobj(H.wear_suit))
Cl = H.wear_suit
passed = prob((Cl.permeability_coefficient*100) - 1)
if(passed && isobj(ITEM_SLOT_ICLOTHING))
Cl = ITEM_SLOT_ICLOTHING
passed = prob((Cl.permeability_coefficient*100) - 1)
if(isobj(infecting_human.wear_suit))
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
if(passed && isobj(infecting_human.w_uniform))
passed = prob(100-infecting_human.w_uniform.armor.getRating(BIO))
if(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS)
Cl = H.wear_suit
passed = prob((Cl.permeability_coefficient*100) - 1)
if(passed && isobj(H.gloves))
Cl = H.gloves
passed = prob((Cl.permeability_coefficient*100) - 1)
if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&HANDS)
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
if(passed && isobj(infecting_human.gloves))
passed = prob(100-infecting_human.gloves.armor.getRating(BIO))
if(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET)
Cl = H.wear_suit
passed = prob((Cl.permeability_coefficient*100) - 1)
if(passed && isobj(H.shoes))
Cl = H.shoes
passed = prob((Cl.permeability_coefficient*100) - 1)
if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&FEET)
passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO))
if(passed && isobj(infecting_human.shoes))
passed = prob(100-infecting_human.shoes.armor.getRating(BIO))
if(passed)
D.try_infect(src)
disease.try_infect(src)
/mob/living/proc/AirborneContractDisease(datum/disease/D, force_spread)
if( ((D.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*D.permeability_mod) - 1))
ForceContractDisease(D)
/mob/living/proc/AirborneContractDisease(datum/disease/disease, force_spread)
if(((disease.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*disease.spreading_modifier) - 1))
ForceContractDisease(disease)
/mob/living/carbon/AirborneContractDisease(datum/disease/D, force_spread)
if(internal)
+2 -2
View File
@@ -28,7 +28,7 @@
var/cure_chance = 4
var/carrier = FALSE //If our host is only a carrier
var/bypasses_immunity = FALSE //Does it skip species virus immunity check? Some things may diseases and not viruses
var/permeability_mod = 1
var/spreading_modifier = 1
var/severity = DISEASE_SEVERITY_NONTHREAT
var/list/required_organs = list()
var/needs_all_cures = TRUE
@@ -147,7 +147,7 @@
//note that stage is not copied over - the copy starts over at stage 1
var/static/list/copy_vars = list("name", "visibility_flags", "disease_flags", "spread_flags", "form", "desc", "agent", "spread_text",
"cure_text", "max_stages", "stage_prob", "viable_mobtypes", "cures", "infectivity", "cure_chance",
"bypasses_immunity", "permeability_mod", "severity", "required_organs", "needs_all_cures", "strain_data",
"bypasses_immunity", "spreading_modifier", "severity", "required_organs", "needs_all_cures", "strain_data",
"infectable_biotypes", "process_dead")
var/datum/disease/D = copy_type ? new copy_type() : new type()
+1 -1
View File
@@ -7,7 +7,7 @@
cure_chance = 10
agent = "Shitty Adrenal Glands"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 1
spreading_modifier = 1
desc = "If left untreated the subject will suffer from lethargy, dizziness and periodic loss of conciousness."
severity = DISEASE_SEVERITY_MEDIUM
disease_flags = CAN_CARRY|CAN_RESIST
+1 -1
View File
@@ -253,7 +253,7 @@
else
SetSpread(DISEASE_SPREAD_BLOOD)
permeability_mod = max(CEILING(0.4 * properties["transmittable"], 1), 1)
spreading_modifier = max(CEILING(0.4 * properties["transmittable"], 1), 1)
cure_chance = clamp(7.5 - (0.5 * properties["resistance"]), 5, 10) // can be between 5 and 10
stage_prob = max(0.5 * properties["stage_rate"], 1)
SetSeverity(properties["severity"])
+1 -1
View File
@@ -5,7 +5,7 @@
cures = list(/datum/reagent/medicine/spaceacillin)
agent = "XY-rhinovirus"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 0.5
spreading_modifier = 0.5
desc = "If left untreated the subject will contract the flu."
severity = DISEASE_SEVERITY_NONTHREAT
+1 -1
View File
@@ -7,7 +7,7 @@
cure_chance = 5
agent = "H13N1 flu virion"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 0.75
spreading_modifier = 0.75
desc = "If left untreated the subject will feel quite unwell."
severity = DISEASE_SEVERITY_MINOR
+1 -1
View File
@@ -7,7 +7,7 @@
cure_chance = 5
agent = "1nqu1s1t10n flu virion"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 0.75
spreading_modifier = 0.75
desc = "If left untreated the subject will burn to death for being a heretic."
severity = DISEASE_SEVERITY_DANGEROUS
+1 -1
View File
@@ -9,7 +9,7 @@
agent = "Gravitokinetic Bipotential SADS+"
viable_mobtypes = list(/mob/living/carbon/human)
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
permeability_mod = 1
spreading_modifier = 1
severity = DISEASE_SEVERITY_BIOHAZARD
/datum/disease/gbs/stage_act(delta_time, times_fired)
+1 -1
View File
@@ -6,7 +6,7 @@
cure_text = "Heart replacement surgery to cure. Defibrillation (or as a last resort, uncontrolled electric shocking) may also be effective after the onset of cardiac arrest. Penthrite can also mitigate cardiac arrest."
agent = "Shitty Heart"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 1
spreading_modifier = 1
desc = "If left untreated the subject will die!"
severity = "Dangerous!"
disease_flags = CAN_CARRY|CAN_RESIST
+1 -1
View File
@@ -7,7 +7,7 @@
agent = "Fukkos Miracos"
viable_mobtypes = list(/mob/living/carbon/human)
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
permeability_mod = 0.75
spreading_modifier = 0.75
desc = "This disease disrupts the magnetic field of your body, making it act as if a powerful magnet. Injections of iron help stabilize the field."
severity = DISEASE_SEVERITY_MEDIUM
infectable_biotypes = MOB_ORGANIC|MOB_ROBOTIC
+1 -1
View File
@@ -6,7 +6,7 @@
agent = "Consuming Live Parasites"
spread_text = "Non-Biological"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 1
spreading_modifier = 1
desc = "If left untreated the subject will passively lose nutrients, and eventually lose their liver."
severity = DISEASE_SEVERITY_HARMFUL
disease_flags = CAN_CARRY|CAN_RESIST
+1 -1
View File
@@ -7,7 +7,7 @@
cure_chance = 50
agent = "H0NI<42 Virus"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 0.75
spreading_modifier = 0.75
desc = "If left untreated the subject will probably drive others to insanity."
severity = DISEASE_SEVERITY_MEDIUM
+1 -1
View File
@@ -9,7 +9,7 @@
viable_mobtypes = list(/mob/living/carbon/human)
desc = "A DNA-altering retrovirus that scrambles the structural and unique enzymes of a host constantly."
severity = DISEASE_SEVERITY_HARMFUL
permeability_mod = 0.4
spreading_modifier = 0.4
stage_prob = 1
var/restcure = 0
+1 -1
View File
@@ -7,7 +7,7 @@
cures = list("plasma")
agent = "Unknown"
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 1
spreading_modifier = 1
severity = DISEASE_SEVERITY_BIOHAZARD
/datum/disease/rhumba_beat/stage_act(delta_time, times_fired)
+1 -1
View File
@@ -104,7 +104,7 @@
spread_text = "Unknown"
spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS
viable_mobtypes = list(/mob/living/carbon/human)
permeability_mod = 1
spreading_modifier = 1
cure_chance = 0.5
disease_flags = CAN_CARRY|CAN_RESIST
desc = "A neutered but still dangerous descendent of the ancient \"Jungle Fever\", victims will eventually genetically backtrack into a primate. \
+1 -1
View File
@@ -8,7 +8,7 @@
agent = "Rincewindus Vulgaris"
viable_mobtypes = list(/mob/living/carbon/human)
disease_flags = CAN_CARRY|CAN_RESIST|CURABLE
permeability_mod = 0.75
spreading_modifier = 0.75
desc = "Some speculate that this virus is the cause of the Space Wizard Federation's existence. Subjects affected show the signs of brain damage, yelling obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition."
severity = DISEASE_SEVERITY_HARMFUL
required_organs = list(/obj/item/bodypart/head)
+1 -2
View File
@@ -209,11 +209,10 @@
icon_state = "black"
inhand_icon_state = "blackgloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
strip_delay = 80
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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, FIRE = 80, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50)
+1 -1
View File
@@ -11,7 +11,7 @@
var/id = null
var/initialized_button = 0
var/silicon_access_disabled = FALSE
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 90, ACID = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 90, ACID = 70)
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
resistance_flags = LAVA_PROOF | FIRE_PROOF
+1 -1
View File
@@ -124,7 +124,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 10, ACID = 0)
armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 10, ACID = 0)
var/deploy_time = 40
var/deploy_message = TRUE
+1 -1
View File
@@ -12,7 +12,7 @@
power_channel = AREA_USAGE_ENVIRON
pass_flags_self = PASSDOORS
max_integrity = 350
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70)
can_atmos_pass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
receive_ricochet_chance_mod = 0.8
+1 -1
View File
@@ -20,7 +20,7 @@
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, FIRE = 95, ACID = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 0, 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
COOLDOWN_DECLARE(activation_cooldown)
+1 -1
View File
@@ -10,7 +10,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
can_open_with_hands = FALSE
+1 -1
View File
@@ -6,7 +6,7 @@
layer = SHUTTER_LAYER
closingLayer = SHUTTER_LAYER
damage_deflection = 20
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 0, FIRE = 100, ACID = 70)
max_integrity = 100
recipe_type = /datum/crafting_recipe/shutters
+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, FIRE = 70, ACID = 100)
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 70, ACID = 100)
visible = FALSE
flags_1 = ON_BORDER_1
opacity = FALSE
+1 -1
View File
@@ -17,7 +17,7 @@
icon_state = "fire0"
max_integrity = 250
integrity_failure = 0.4
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30)
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.02
power_channel = AREA_USAGE_ENVIRON
+1 -1
View File
@@ -8,7 +8,7 @@
/// roughly the same health/armor as an airlock
max_integrity = 450
damage_deflection = 30
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70)
use_power = IDLE_POWER_USE
power_channel = AREA_USAGE_EQUIP
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
+1 -1
View File
@@ -26,7 +26,7 @@
density = TRUE
anchored = FALSE
max_integrity = 500
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 30, FIRE = 30, ACID = 30)
armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 0, 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
@@ -13,7 +13,7 @@
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, FIRE = 80, ACID = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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
-2
View File
@@ -123,8 +123,6 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
///What body parts are covered by the clothing when you wear it
var/body_parts_covered = 0
/// How likely a disease or chemical is to get through a piece of clothing
var/permeability_coefficient = 1
/// for electrical admittance/conductance (electrocution checks and shit)
var/siemens_coefficient = 1
/// How much clothing is slowing you down. Negative values speeds you up
@@ -104,7 +104,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
can_atmos_pass = ATMOS_PASS_DENSITY
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
+1 -1
View File
@@ -208,7 +208,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32)
It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \
There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion."
can_hack_open = FALSE
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 100, FIRE = 80, ACID = 70)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 0, FIRE = 80, ACID = 70)
max_integrity = 300
color = "#ffdd33"
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 90, ACID = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
+1 -1
View File
@@ -12,7 +12,7 @@
pass_flags_self = PASSGRILLE
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
@@ -12,7 +12,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 50, ACID = 50)
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
+1 -1
View File
@@ -4,7 +4,7 @@
gender = PLURAL
icon = 'icons/obj/stationobjs.dmi'//ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "plasticflaps"
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_NO
+1 -1
View File
@@ -8,7 +8,7 @@
anchored = TRUE
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
/// armor more or less consistent with grille. max_integrity about one time and a half that of a grille.
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
max_integrity = 75
var/climbable = TRUE
+5 -6
View File
@@ -400,8 +400,7 @@
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
//armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) //ORIGINAL
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 0, FIRE = 80, ACID = 100) // SKYRAT EDIT CHANGE
max_integrity = 75
explosion_block = 1
damage_deflection = 11
@@ -514,7 +513,7 @@
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 0, FIRE = 99, ACID = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
@@ -551,7 +550,7 @@
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, FIRE = 99, ACID = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
@@ -679,7 +678,7 @@
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
@@ -709,7 +708,7 @@
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
heat_resistance = 1600
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
@@ -7,13 +7,13 @@
/datum/blobstrain/reagent/attack_living(mob/living/L)
var/mob_protection = L.get_permeability_protection()
reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, 1, mob_protection, overmind)
var/mob_protection = L.getarmor(null, BIO) * 0.01
reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, TRUE, mob_protection, overmind)
send_message(L)
/datum/blobstrain/reagent/blobbernaut_attack(mob/living/L)
var/mob_protection = L.get_permeability_protection()
reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, 0, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage.
var/mob_protection = L.getarmor(null, BIO) * 0.01
reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, FALSE, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage.
/datum/blobstrain/reagent/on_sporedeath(mob/living/spore)
spore.reagents.add_reagent(reagent.type, 10)
@@ -476,7 +476,7 @@
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 90) //No armor at all.
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90) //No armor at all.
actions_types = list()
cell = null
show_hud = FALSE
@@ -504,7 +504,7 @@
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/helmet/space/changeling/Initialize(mapload)
@@ -535,7 +535,7 @@
icon_state = "lingarmor"
item_flags = DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -551,7 +551,7 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
item_flags = DROPDEL
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
/obj/item/clothing/head/helmet/changeling/Initialize(mapload)
@@ -17,10 +17,9 @@
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, FIRE = 70, ACID = 50)
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
/// Recharging rate in PPS (peels per second)
@@ -32,10 +31,9 @@
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, FIRE = 70, ACID = 50)
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 90, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
always_noslip = TRUE
+3 -3
View File
@@ -400,7 +400,7 @@ Striking a noncultist, however, will tear their flesh."}
inhand_icon_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals)
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/hardened
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT
@@ -413,7 +413,7 @@ Striking a noncultist, however, will tear their flesh."}
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
icon_state = "cult_helmet"
inhand_icon_state = "cult_helmet"
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -473,7 +473,7 @@ Striking a noncultist, however, will tear their flesh."}
name = "flagellant's robes"
desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = -45, FIRE = 0, ACID = 0)
armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = 0, FIRE = 0, ACID = 0)
slowdown = -0.6
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
@@ -10,7 +10,7 @@
agent = "Unholy Forces"
viable_mobtypes = list(/mob/living/carbon/human)
disease_flags = CURABLE
permeability_mod = 1
spreading_modifier = 1
severity = DISEASE_SEVERITY_HARMFUL
var/stagedamage = 0 //Highest stage reached.
var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects.
@@ -74,7 +74,7 @@
req_access = list(ACCESS_ATMOSPHERICS)
max_integrity = 250
integrity_failure = 0.33
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
var/danger_level = 0
@@ -80,7 +80,7 @@
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
..()
if(process)
SSair.start_processing_machine(src)
@@ -19,7 +19,7 @@
desc = "Sells gas tanks with custom mixes for all the family!"
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
///The bluespace sender that this vendor is connected to
@@ -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, FIRE = 80, ACID = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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
@@ -12,7 +12,7 @@
plane = GAME_PLANE_UPPER
density = TRUE
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
circuit = /obj/item/circuitboard/machine/crystallizer
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
vent_movement = NONE
@@ -6,7 +6,7 @@
density = TRUE
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/bluespace_sender
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
@@ -70,7 +70,7 @@
icon_state = "pod-off"
density = TRUE
max_integrity = 350
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 30, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
layer = MOB_LAYER - 0.2 //SKYRAT EDIT - Fixing the opacity of cryo cells - ORIGINAL: layer = MOB_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
@@ -9,7 +9,7 @@
density = TRUE
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/thermomachine
@@ -8,7 +8,7 @@
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05
active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.03
max_integrity = 150
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 40, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0)
greyscale_config = /datum/greyscale_config/meter
greyscale_colors = COLOR_GRAY
///The pipe we are attaching to
@@ -38,7 +38,7 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister())
greyscale_colors = "#ffff00#000000"
density = TRUE
volume = 2000
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 80, ACID = 50)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 80, ACID = 50)
max_integrity = 300
integrity_failure = 0.4
pressure_resistance = 7 * ONE_ATMOSPHERE
@@ -3,7 +3,7 @@
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 60, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 60, ACID = 30)
anchored = FALSE
///Stores the gas mixture of the portable component. Don't access this directly, use return_air() so you support the temporary processing it provides
@@ -193,10 +193,10 @@
add_fingerprint(user)
return ..()
/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change.
/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change.
/// This checks for that case and removes our reference to it.
/obj/machinery/portable_atmospherics/proc/unregister_holding()
SIGNAL_HANDLER
UnregisterSignal(holding, COMSIG_PARENT_QDELETING)
holding = null
+4 -5
View File
@@ -380,9 +380,10 @@
random_sensor = FALSE
resistance_flags = NONE
can_adjust = FALSE
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50)
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
special_desc = "A chameleon jumpsuit employed by the Syndicate in infiltration operations." // SKYRAT EDIT
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -547,10 +548,9 @@
icon_state = "gas_alt"
inhand_icon_state = "gas_alt"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 50)
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
permeability_coefficient = 0.01
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
w_class = WEIGHT_CLASS_SMALL
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
@@ -608,9 +608,8 @@
greyscale_config = /datum/greyscale_config/sneakers
greyscale_config_worn = /datum/greyscale_config/sneakers_worn
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 50, ACID = 50)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
special_desc = "A pair of chameleon shoes employed by the Syndicate in infiltration operations." // Skyrat edit
+1 -2
View File
@@ -3,11 +3,10 @@
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
icon_state = "leather"
inhand_icon_state = "ggloves"
permeability_coefficient = 0.9
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
clothing_traits = list(TRAIT_PLANT_SAFE)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 70, ACID = 30)
+8 -9
View File
@@ -7,7 +7,7 @@
icon_state = "yellow"
inhand_icon_state = "ygloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
resistance_flags = NONE
custom_price = PAYCHECK_CREW * 10
custom_premium_price = PAYCHECK_COMMAND * 6
@@ -45,7 +45,7 @@
icon_state = "sprayon"
inhand_icon_state = "sprayon"
item_flags = DROPDEL
permeability_coefficient = 0
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = ACID_PROOF
var/charges_remaining = 10
@@ -73,7 +73,7 @@
icon_state = "yellow"
inhand_icon_state = "ygloves"
siemens_coefficient = 1 //Set to a default of 1, gets overridden in Initialize()
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0)
resistance_flags = NONE
cut_type = /obj/item/clothing/gloves/cut
@@ -157,7 +157,7 @@
name = "insulated gloves"
desc = "These gloves provide protection against electric shock."
siemens_coefficient = 0
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
resistance_flags = NONE
/obj/item/clothing/gloves/color/rainbow
@@ -208,13 +208,12 @@
icon_state = "captain"
inhand_icon_state = "egloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 70, ACID = 50)
resistance_flags = NONE
/obj/item/clothing/gloves/color/chief_engineer
@@ -235,7 +234,7 @@
icon_state = "latex"
inhand_icon_state = "latex"
siemens_coefficient = 0.3
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
clothing_traits = list(TRAIT_QUICK_CARRY, TRAIT_FINGERPRINT_PASSTHROUGH)
resistance_flags = NONE
@@ -252,7 +251,7 @@
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
siemens_coefficient = 0
permeability_coefficient = 0.3
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
@@ -263,7 +262,7 @@
icon_state = "clockwork_gauntlets"
inhand_icon_state = "clockwork_gauntlets"
siemens_coefficient = 0.8
permeability_coefficient = 0.3
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0)
clothing_traits = list(TRAIT_QUICK_BUILD)
custom_materials = list(/datum/material/iron=2000, /datum/material/silver=1500, /datum/material/gold = 1000)
+1 -2
View File
@@ -4,11 +4,10 @@
icon_state = "black"
inhand_icon_state = "blackgloves"
siemens_coefficient = 0
permeability_coefficient = 0.05
strip_delay = 80
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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, FIRE = 80, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50)
@@ -8,7 +8,6 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/black
@@ -64,7 +63,6 @@
desc = "Covers up those scandalous boney hands."
icon_state = "botanyplasma"
inhand_icon_state = "botanyplasma"
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/prototype
+1 -1
View File
@@ -77,7 +77,7 @@
name = "guerrilla gloves"
desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks."
siemens_coefficient = 0
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/tackler/rocket
name = "rocket gloves"
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
inhand_icon_state = "hardhat0_yellow"
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 50, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
clothing_flags = SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
+1 -1
View File
@@ -33,7 +33,7 @@
name = "plague doctor's hat"
desc = "These were once used by plague doctors. They're pretty much useless."
icon_state = "plaguedoctor"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
/obj/item/clothing/head/nursehat
name = "nurse's hat"
-2
View File
@@ -66,7 +66,6 @@
mask_adjusted = !mask_adjusted
if(!mask_adjusted)
src.icon_state = initial(icon_state)
permeability_coefficient = initial(permeability_coefficient)
clothing_flags |= visor_flags
flags_inv |= visor_flags_inv
flags_cover |= visor_flags_cover
@@ -75,7 +74,6 @@
else
icon_state += "_up"
to_chat(user, span_notice("You push \the [src] out of the way."))
permeability_coefficient = 1
clothing_flags &= ~visor_flags
flags_inv &= ~visor_flags_inv
flags_cover &= ~visor_flags_cover
+1 -1
View File
@@ -20,7 +20,7 @@
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 = 0, FIRE = 100, ACID = 40)
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.
+2 -2
View File
@@ -7,7 +7,7 @@
clothing_flags = MASKINTERNALS
visor_flags = MASKINTERNALS
w_class = WEIGHT_CLASS_SMALL
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
actions_types = list(/datum/action/item_action/adjust)
flags_cover = MASKCOVERSMOUTH
visor_flags_cover = MASKCOVERSMOUTH
@@ -34,5 +34,5 @@
name = "medical mask"
icon_state = "medical"
inhand_icon_state = "m_mask"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
equip_delay_other = 10
+3 -5
View File
@@ -6,7 +6,7 @@
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
w_class = WEIGHT_CLASS_NORMAL
inhand_icon_state = "gas_alt"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH | PEPPERPROOF
resistance_flags = NONE
///Max numbers of installable filters
@@ -99,8 +99,7 @@
desc = "Improved gas mask utilized by atmospheric technicians. It's flameproof!"
icon_state = "gas_atmos"
inhand_icon_state = "gas_atmos"
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 20, ACID = 10)
permeability_coefficient = 0.001
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 20, ACID = 10)
resistance_flags = FIRE_PROOF
max_filters = 3
@@ -130,7 +129,7 @@
flash_protect = FLASH_PROTECTION_WELDER
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000)
tint = 2
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 55)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 55)
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
flags_cover = MASKCOVERSEYES
@@ -155,7 +154,6 @@
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
inhand_icon_state = "gas_mask"
armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, FIRE = 0, ACID = 0)
has_fov = FALSE
flags_cover = MASKCOVERSEYES
+1 -1
View File
@@ -23,5 +23,5 @@
inhand_icon_state = "breathmuzzle"
body_parts_covered = NONE
clothing_flags = MASKINTERNALS | BLOCKS_SPEECH
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
equip_delay_other = 25 // my sprite has 4 straps, a-la a head harness. takes a while to equip, longer than a muzzle
+1 -2
View File
@@ -8,8 +8,7 @@
flags_cover = MASKCOVERSMOUTH
visor_flags_inv = HIDEFACE|HIDESNOUT
visor_flags_cover = MASKCOVERSMOUTH
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
actions_types = list(/datum/action/item_action/adjust)
/obj/item/clothing/mask/surgical/attack_self(mob/user)
+1 -1
View File
@@ -8,7 +8,7 @@
body_parts_covered = FEET
slot_flags = ITEM_SLOT_FEET
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
slowdown = SHOES_SLOWDOWN
strip_delay = 1 SECONDS
var/offset = 0
+5 -7
View File
@@ -5,10 +5,9 @@
inhand_icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50)
strip_delay = 40
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
lace_time = 12 SECONDS
@@ -24,9 +23,8 @@
/obj/item/clothing/shoes/combat/swat //overpowered boots for death squads
name = "\improper SWAT boots"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, FIRE = 90, ACID = 50)
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 90, ACID = 50)
/obj/item/clothing/shoes/jackboots
name = "jackboots"
@@ -38,7 +36,7 @@
strip_delay = 30
equip_delay_other = 50
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
can_be_tied = FALSE
// SKYRAT EDIT ADDITION START
@@ -66,7 +64,7 @@
desc = "Boots lined with 'synthetic' animal fur."
icon_state = "winterboots"
inhand_icon_state = "winterboots"
permeability_coefficient = 0.15
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0)
cold_protection = FEET|LEGS
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET|LEGS
@@ -88,7 +86,7 @@
inhand_icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
permeability_coefficient = 0.15
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0)
strip_delay = 20
equip_delay_other = 40
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
+1 -1
View File
@@ -5,7 +5,7 @@
inhand_icon_state = "roman"
strip_delay = 100
equip_delay_other = 100
permeability_coefficient = 0.9
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
can_be_tied = FALSE
/obj/item/clothing/shoes/griffin
+3 -3
View File
@@ -2,7 +2,7 @@
name = "cowboy boots"
desc = "A small sticker lets you know they've been inspected for snakes, It is unclear how long ago the inspection took place..."
icon_state = "cowboy_brown"
permeability_coefficient = 0.05 //these are quite tall
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) //these are quite tall
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
custom_price = PAYCHECK_CREW
var/list/occupants = list()
@@ -72,13 +72,13 @@
name = "bilton wrangler boots"
desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle."
icon_state = "cowboy_fancy"
permeability_coefficient = 0.08
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
/obj/item/clothing/shoes/cowboy/lizard
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 40, ACID = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizard/masterwork
name = "\improper Hugs-The-Feet lizard skin boots"
+1 -2
View File
@@ -2,13 +2,12 @@
desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces."
name = "galoshes"
icon_state = "galoshes"
permeability_coefficient = 0.01
clothing_flags = NOSLIP
slowdown = SHOES_SLOWDOWN+1
strip_delay = 30
equip_delay_other = 50
resistance_flags = NONE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 75)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 40, ACID = 75)
can_be_bloody = FALSE
custom_price = PAYCHECK_CREW * 3
can_be_tied = FALSE
+1 -1
View File
@@ -6,7 +6,7 @@
resistance_flags = FIRE_PROOF
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
actions_types = list(/datum/action/item_action/bhop)
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
strip_delay = 30
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/jumpspeed = 3
+1 -1
View File
@@ -5,7 +5,7 @@
var/magboot_state = "magboots"
var/magpulse = FALSE
var/slowdown_active = 2
permeability_coefficient = 0.05
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0)
actions_types = list(/datum/action/item_action/toggle)
strip_delay = 70
equip_delay_other = 70
+1 -1
View File
@@ -5,7 +5,7 @@
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5)
strip_delay = 5
equip_delay_other = 50
permeability_coefficient = 0.9
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
can_be_tied = FALSE
species_exception = list(/datum/species/golem)
+4 -6
View File
@@ -4,8 +4,8 @@
greyscale_colors = "#545454#ffffff"
greyscale_config = /datum/greyscale_config/sneakers
greyscale_config_worn = /datum/greyscale_config/sneakers_worn
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION
flags_1 = IS_PLAYER_COLORABLE_1
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION
/obj/item/clothing/shoes/sneakers/black
name = "black shoes"
@@ -24,9 +24,8 @@
/obj/item/clothing/shoes/sneakers/blue
name = "blue shoes"
permeability_coefficient = 0.01
greyscale_colors = "#16a9eb#ffffff"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
/obj/item/clothing/shoes/sneakers/green
name = "green shoes"
@@ -48,7 +47,7 @@
/obj/item/clothing/shoes/sneakers/white
name = "white shoes"
greyscale_colors = "#ffffff#ffffff"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
/obj/item/clothing/shoes/sneakers/rainbow
name = "rainbow shoes"
@@ -67,8 +66,8 @@
greyscale_colors = "#eb7016#ffffff"
greyscale_config = /datum/greyscale_config/sneakers_orange
greyscale_config_worn = /datum/greyscale_config/sneakers_orange_worn
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION
flags_1 = NONE
greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION
/obj/item/clothing/shoes/sneakers/orange/attack_self(mob/user)
if (chained)
@@ -118,7 +117,6 @@
greyscale_config_worn = null
strip_delay = 5
equip_delay_other = 50
permeability_coefficient = 0.9
can_be_tied = FALSE
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -8,7 +8,6 @@
desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays."
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
inhand_icon_state = "spaceold"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
@@ -29,7 +28,6 @@
icon_state = "spaceold"
inhand_icon_state = "s_suit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.02
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
-2
View File
@@ -3,7 +3,6 @@
name = "bio hood"
icon_state = "bio"
desc = "A hood that protects the head and face from biological contaminants."
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 30, ACID = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
@@ -16,7 +15,6 @@
icon_state = "bio"
inhand_icon_state = "bio_suit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 0.5
+2 -2
View File
@@ -12,6 +12,7 @@
body_parts_covered = CHEST|GROIN
allowed = list(/obj/item/reagent_containers/spray/plantbgone, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator, /obj/item/reagent_containers/spray/pestspray, /obj/item/hatchet, /obj/item/storage/bag/plants, /obj/item/graft, /obj/item/secateurs, /obj/item/geneshears)
species_exception = list(/datum/species/golem)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/apron/waders
name = "horticultural waders"
@@ -19,7 +20,6 @@
icon_state = "hort_waders"
inhand_icon_state = "hort_waders"
body_parts_covered = CHEST|GROIN|LEGS
permeability_coefficient = 0.5
//Captain
/obj/item/clothing/suit/capjacket
@@ -36,7 +36,7 @@
desc = "An apron-jacket used by a high class chef."
icon_state = "chef"
inhand_icon_state = "chef"
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
body_parts_covered = CHEST|GROIN|ARMS
allowed = list(/obj/item/kitchen, /obj/item/knife/kitchen, /obj/item/storage/bag/tray)
toggle_noun = "sleeves"
+3 -6
View File
@@ -15,11 +15,10 @@
icon_state = "fire"
inhand_icon_state = "ro_suit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.5
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/extinguisher, /obj/item/crowbar)
slowdown = 1
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50)
armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 50, FIRE = 100, ACID = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -80,11 +79,10 @@
icon_state = "bombsuit"
inhand_icon_state = "bombsuit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, FIRE = 80, ACID = 50)
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 50, FIRE = 80, ACID = 50)
flags_inv = HIDEJUMPSUIT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
@@ -139,12 +137,11 @@
icon_state = "rad"
inhand_icon_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.5
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/geiger_counter)
slowdown = 1.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
strip_delay = 60
equip_delay_other = 60
flags_inv = HIDEJUMPSUIT
+2 -8
View File
@@ -2,8 +2,7 @@
name = "wizard hat"
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard"
permeability_coefficient = 0.01
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 50
equip_delay_other = 50
clothing_flags = SNUG_FIT | CASTING_CLOTHES
@@ -32,7 +31,6 @@
name = "wizard hat"
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
icon_state = "wizard-fake"
permeability_coefficient = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
@@ -62,9 +60,8 @@
desc = "A magnificent, gem-lined robe that seems to radiate power."
icon_state = "wizard"
inhand_icon_state = "wizrobe"
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|ARMS|LEGS
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
allowed = list(/obj/item/teleportation_scroll, /obj/item/highfrequencyblade/wizard)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
@@ -120,7 +117,6 @@
desc = "A rather dull blue robe meant to mimic real wizard robes."
icon_state = "wizard-fake"
inhand_icon_state = "wizrobe"
permeability_coefficient = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
@@ -128,7 +124,6 @@
name = "witch hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa"
permeability_coefficient = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
@@ -137,7 +132,6 @@
desc = "Magic is all about the spell power, ZE!"
icon_state = "marisa"
inhand_icon_state = "marisarobe"
permeability_coefficient = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
+1 -2
View File
@@ -3,9 +3,8 @@
icon = 'icons/obj/clothing/under/default.dmi'
worn_icon = 'icons/mob/clothing/under/default.dmi'
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 5)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0, WOUND = 5)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
+1 -1
View File
@@ -246,7 +246,7 @@
inhand_icon_state = "hostanclothes"
worn_icon = 'icons/mob/clothing/under/security.dmi'
alt_covers_chest = TRUE
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30)
strip_delay = 50
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -7,7 +7,6 @@
icon = 'icons/obj/clothing/under/plasmaman.dmi'
worn_icon = 'icons/mob/clothing/under/plasmaman.dmi'
clothing_flags = PLASMAMAN_PREVENT_IGNITION
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
can_adjust = FALSE
+1 -1
View File
@@ -43,7 +43,7 @@
name = "shaft miner's jumpsuit"
icon_state = "miner"
inhand_icon_state = "miner"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 0, WOUND = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 80, ACID = 0, WOUND = 10)
resistance_flags = NONE
/obj/item/clothing/under/rank/cargo/miner/lavaland
+1 -1
View File
@@ -54,7 +54,7 @@
desc = "A dark colored uniform worn by CentCom's conscripted military forces."
icon_state = "military"
inhand_icon_state = "bl_suit"
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
/obj/item/clothing/under/rank/centcom/military/eng
name = "tactical engineering uniform"
@@ -97,7 +97,7 @@
name = "botanist's jumpsuit"
icon_state = "hydroponics"
inhand_icon_state = "g_suit"
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/civilian/hydroponics/skirt
name = "botanist's jumpskirt"
@@ -39,7 +39,7 @@
greyscale_config_inhand_right = /datum/greyscale_config/jumpsuit_inhand_right
greyscale_config_worn = /datum/greyscale_config/jumpsuit_worn
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.02
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST | GROIN | LEGS | ARMS //Needs gloves and shoes with cold protection to be fully protected.
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
+1 -1
View File
@@ -7,7 +7,7 @@
random_sensor = FALSE
icon = 'icons/obj/clothing/under/captain.dmi'
worn_icon = 'icons/mob/clothing/under/captain.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 15)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0, WOUND = 15)
/obj/item/clothing/under/rank/captain/skirt
name = "captain's jumpskirt"
@@ -3,7 +3,7 @@
/obj/item/clothing/under/rank/engineering
icon = 'icons/obj/clothing/under/engineering.dmi'
worn_icon = 'icons/mob/clothing/under/engineering.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 60, ACID = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/chief_engineer
@@ -11,7 +11,7 @@
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
inhand_icon_state = "gy_suit"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 80, ACID = 40)
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
name = "chief engineer's jumpskirt"
+1 -4
View File
@@ -1,8 +1,7 @@
/obj/item/clothing/under/rank/medical
icon = 'icons/obj/clothing/under/medical.dmi'
worn_icon = 'icons/mob/clothing/under/medical.dmi'
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/doctor
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
@@ -109,8 +108,6 @@
name = "paramedic jumpsuit"
icon_state = "paramedic"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
alt_covers_chest = TRUE
/obj/item/clothing/under/rank/medical/paramedic/skirt
+2 -3
View File
@@ -66,7 +66,7 @@
name = "scientist's jumpsuit"
icon_state = "science"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/rnd/scientist/skirt
name = "scientist's jumpskirt"
@@ -100,8 +100,7 @@
name = "geneticist's jumpsuit"
icon_state = "genetics"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/rnd/geneticist/skirt
name = "geneticist's jumpskirt"
+2 -2
View File
@@ -12,7 +12,7 @@
/obj/item/clothing/under/rank/security
icon = 'icons/obj/clothing/under/security.dmi'
worn_icon = 'icons/mob/clothing/under/security.dmi'
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30, WOUND = 10)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30, WOUND = 10)
strip_delay = 50
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
@@ -138,7 +138,7 @@
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
inhand_icon_state = "r_suit"
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50, WOUND = 10)
strip_delay = 60
/obj/item/clothing/under/rank/security/head_of_security/skirt
+2 -3
View File
@@ -47,7 +47,6 @@
inhand_icon_state = "bl_suit"
worn_icon = 'icons/mob/clothing/under/syndicate.dmi'
desc = "A cybernetically enhanced jumpsuit used for administrative duties."
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 100, BULLET = 100, LASER = 100,ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
@@ -86,7 +85,7 @@
icon_state = "durathread"
inhand_icon_state = "durathread"
can_adjust = FALSE
armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5)
armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5, BIO = 10, FIRE = 0, ACID = 0)
/obj/item/clothing/under/misc/bouncer
name = "bouncer uniform"
@@ -94,7 +93,7 @@
icon_state = "bouncer"
inhand_icon_state = "bouncer"
can_adjust = FALSE
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30)
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30)
/obj/item/clothing/under/misc/coordinator
name = "coordinator jumpsuit"
+8 -8
View File
@@ -4,7 +4,7 @@
icon_state = "syndicate"
inhand_icon_state = "bl_suit"
has_sensor = NO_SENSORS
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
alt_covers_chest = TRUE
// icon = 'icons/obj/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing
// worn_icon = 'icons/mob/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing
@@ -15,7 +15,7 @@
icon_state = "syndicate_skirt"
inhand_icon_state = "bl_suit"
has_sensor = NO_SENSORS
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
alt_covers_chest = TRUE
female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY
dying_key = DYE_REGISTRY_JUMPSKIRT
@@ -26,7 +26,7 @@
desc = "It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
can_adjust = FALSE
@@ -35,21 +35,21 @@
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
inhand_icon_state = "bl_suit"
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
name = "tacticool skirtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
inhand_icon_state = "bl_suit"
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40)
female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY
dying_key = DYE_REGISTRY_JUMPSKIRT
supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON
@@ -73,7 +73,7 @@
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
can_adjust = FALSE
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/combat
@@ -87,5 +87,5 @@
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
can_adjust = FALSE
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
resistance_flags = NONE
+1 -1
View File
@@ -19,7 +19,7 @@
desc = "The uniform worn by engineering/security officers."
icon_state = "trek_engsec"
inhand_icon_state = "r_suit"
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
strip_delay = 50
/obj/item/clothing/under/trek/medsci
@@ -137,7 +137,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list(
log_combat(user, dunking_target, "dunked", null, "into [src]")
user.visible_message(span_danger("[user] dunks [dunking_target]'s face in [src]!"))
reagents.expose(dunking_target, TOUCH)
var/permeability = 1 - dunking_target.get_permeability_protection(list(HEAD))
var/bio_multiplier = dunking_target.getarmor(BODY_ZONE_HEAD, BIO) * 0.01
var/target_temp = dunking_target.bodytemperature
var/cold_multiplier = 1
if(target_temp < TCMB + 10) // a tiny bit of leeway
@@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list(
return
else if(target_temp < T0C)
cold_multiplier += round(target_temp * 1.5 / T0C, 0.01)
dunking_target.apply_damage(min(30 * permeability * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD)
dunking_target.apply_damage(min(30 * bio_multiplier * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD)
if(reagents.reagent_list) //This can runtime if reagents has nothing in it.
reagents.remove_any((reagents.total_volume/2))
dunking_target.Paralyze(60)

Some files were not shown because too many files have changed in this diff Show More