Several balance changes to Combat MODsuits (#91944)

## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
This commit is contained in:
EnterTheJake
2025-07-19 20:29:31 -04:00
committed by Roxy
co-authored by Xander3359
parent 77dd37b7f0
commit d738cbb296
14 changed files with 127 additions and 206 deletions
+47 -38
View File
@@ -819,7 +819,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
slowdown_deployed = 1.25
inbuilt_modules = list(/obj/item/mod/module/reagent_scanner/advanced)
inbuilt_modules = list(/obj/item/mod/module/reagent_scanner/advanced, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/analyzer,
/obj/item/dnainjector,
@@ -886,6 +886,7 @@
armor_type = /datum/armor/mod_theme_security
complexity_max = DEFAULT_MAX_COMPLEXITY - 2
slowdown_deployed = 0.5
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/reagent_containers/spray/pepper,
/obj/item/restraints/handcuffs,
@@ -929,15 +930,15 @@
)
/datum/armor/mod_theme_security
melee = 15
melee = 35
bullet = 15
laser = 15
energy = 15
laser = 30
energy = 40
bomb = 25
bio = 100
fire = 75
fire = 100
acid = 75
wound = 15
wound = 20
/datum/mod_theme/safeguard
name = "safeguard"
@@ -952,7 +953,7 @@
armor_type = /datum/armor/mod_theme_safeguard
resistance_flags = FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
inbuilt_modules = list(/obj/item/mod/module/shove_blocker/locked)
inbuilt_modules = list(/obj/item/mod/module/shove_blocker/locked, /obj/item/mod/module/hearing_protection)
slowdown_deployed = 0.25
allowed_suit_storage = list(
/obj/item/reagent_containers/spray/pepper,
@@ -995,15 +996,15 @@
)
/datum/armor/mod_theme_safeguard
melee = 15
bullet = 15
laser = 15
energy = 15
melee = 45
bullet = 25
laser = 30
energy = 40
bomb = 40
bio = 100
fire = 100
acid = 95
wound = 15
acid = 100
wound = 25
/datum/mod_theme/magnate
name = "magnate"
@@ -1025,6 +1026,7 @@
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
slowdown_deployed = 0.25
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1067,10 +1069,10 @@
)
/datum/armor/mod_theme_magnate
melee = 20
bullet = 15
laser = 15
energy = 15
melee = 40
bullet = 50
laser = 50
energy = 60
bomb = 50
bio = 100
fire = 100
@@ -1157,13 +1159,13 @@
default_skin = "syndicate"
armor_type = /datum/armor/mod_theme_syndicate
atom_flags = PREVENT_CONTENTS_EXPLOSION_1
complexity_max = DEFAULT_MAX_COMPLEXITY + 3
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_deployed = 0
ui_theme = "syndicate"
resistance_flags = FIRE_PROOF
inbuilt_modules = list(/obj/item/mod/module/armor_booster)
inbuilt_modules = list(/obj/item/mod/module/welding/syndicate, /obj/item/mod/module/night, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1241,10 +1243,10 @@
)
/datum/armor/mod_theme_syndicate
melee = 15
bullet = 20
laser = 15
energy = 15
melee = 40
bullet = 50
laser = 30
energy = 30
bomb = 35
bio = 100
fire = 50
@@ -1265,11 +1267,11 @@
resistance_flags = FIRE_PROOF|ACID_PROOF
atom_flags = PREVENT_CONTENTS_EXPLOSION_1
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
complexity_max = DEFAULT_MAX_COMPLEXITY + 3
complexity_max = DEFAULT_MAX_COMPLEXITY + 4
siemens_coefficient = 0
slowdown_deployed = 0
ui_theme = "syndicate"
inbuilt_modules = list(/obj/item/mod/module/armor_booster)
inbuilt_modules = list(/obj/item/mod/module/welding/syndicate, /obj/item/mod/module/night, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1313,10 +1315,10 @@
)
/datum/armor/mod_theme_elite
melee = 35
bullet = 30
laser = 35
energy = 35
melee = 60
bullet = 60
laser = 50
energy = 50
bomb = 55
bio = 100
fire = 100
@@ -1343,7 +1345,7 @@
activation_step_time = MOD_ACTIVATION_STEP_TIME * 0.5
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)
inbuilt_modules = list(/obj/item/mod/module/infiltrator, /obj/item/mod/module/storage/belt, /obj/item/mod/module/demoralizer, /obj/item/mod/module/hearing_protection, /obj/item/mod/module/night)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1412,7 +1414,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
charge_drain = DEFAULT_CHARGE_DRAIN * 2
slowdown_deployed = -0.5
inbuilt_modules = list(/obj/item/mod/module/quick_carry/advanced)
inbuilt_modules = list(/obj/item/mod/module/quick_carry/advanced, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/assembly/flash,
/obj/item/healthanalyzer,
@@ -1499,7 +1501,7 @@
complexity_max = DEFAULT_MAX_COMPLEXITY
slowdown_deployed = 0
ui_theme = "wizard"
inbuilt_modules = list(/obj/item/mod/module/anti_magic/wizard)
inbuilt_modules = list(/obj/item/mod/module/anti_magic/wizard, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/teleportation_scroll,
/obj/item/highfrequencyblade/wizard,
@@ -1566,7 +1568,7 @@
siemens_coefficient = 0
slowdown_deployed = 0
ui_theme = "hackerman"
inbuilt_modules = list(/obj/item/mod/module/welding/camera_vision, /obj/item/mod/module/hacker, /obj/item/mod/module/weapon_recall, /obj/item/mod/module/adrenaline_boost, /obj/item/mod/module/energy_net)
inbuilt_modules = list(/obj/item/mod/module/welding/camera_vision, /obj/item/mod/module/hacker, /obj/item/mod/module/weapon_recall, /obj/item/mod/module/adrenaline_boost, /obj/item/mod/module/energy_net, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/gun,
/obj/item/melee/baton,
@@ -1702,7 +1704,7 @@
siemens_coefficient = 0
slowdown_deployed = 0
ui_theme = "ntos_terminal"
inbuilt_modules = list(/obj/item/mod/module/armor_booster)
inbuilt_modules = list(/obj/item/mod/module/welding/syndicate, /obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/ammo_box,
/obj/item/ammo_casing,
@@ -1745,9 +1747,10 @@
)
/datum/armor/mod_theme_glitch
melee = 15
bullet = 20
laser = 35
melee = 40
bullet = 50
laser = 50
energy = 15
bomb = 65
bio = 100
fire = 100
@@ -1769,6 +1772,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_deployed = 0
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1863,7 +1867,7 @@
armor_type = /datum/armor/mod_theme_elite
resistance_flags = FIRE_PROOF|ACID_PROOF
complexity_max = DEFAULT_MAX_COMPLEXITY + 5
inbuilt_modules = list(/obj/item/mod/module/armor_booster/no_speedbost)
inbuilt_modules = list(/obj/item/mod/module/welding/syndicate)
/datum/mod_theme/apocryphal
name = "apocryphal"
@@ -1881,6 +1885,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
complexity_max = DEFAULT_MAX_COMPLEXITY + 10
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -1951,6 +1956,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
siemens_coefficient = 0
slowdown_deployed = 0
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
/obj/item/assembly/flash,
@@ -2015,6 +2021,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
complexity_max = DEFAULT_MAX_COMPLEXITY - 10
slowdown_deployed = 0
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/restraints/handcuffs,
)
@@ -2080,6 +2087,7 @@
siemens_coefficient = 0
slowdown_deployed = 0
activation_step_time = MOD_ACTIVATION_STEP_TIME * 0.2
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/gun,
)
@@ -2146,6 +2154,7 @@
siemens_coefficient = 0
slowdown_deployed = 0
activation_step_time = MOD_ACTIVATION_STEP_TIME * 0.01
inbuilt_modules = list(/obj/item/mod/module/hearing_protection)
allowed_suit_storage = list(
/obj/item/gun,
)
+1 -7
View File
@@ -247,7 +247,6 @@
/obj/item/mod/module/quick_cuff,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack,
)
@@ -268,7 +267,6 @@
/obj/item/mod/module/quick_cuff,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack/advanced,
/obj/item/mod/module/jump_jet,
)
@@ -290,7 +288,6 @@
/obj/item/mod/module/quick_cuff,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack/advanced,
/obj/item/mod/module/jump_jet,
)
@@ -327,7 +324,6 @@
/obj/item/mod/module/quick_cuff,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack/advanced,
/obj/item/mod/module/jump_jet,
)
@@ -347,7 +343,6 @@
/obj/item/mod/module/quick_cuff,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack/advanced,
/obj/item/mod/module/jump_jet,
/obj/item/mod/module/flamethrower,
@@ -358,6 +353,7 @@
starting_frequency = MODLINK_FREQ_SYNDICATE
applied_cell = /obj/item/stock_parts/power_store/cell/super
applied_modules = list(
/obj/item/mod/module/shock_absorber,
/obj/item/mod/module/emp_shield,
/obj/item/mod/module/magnetic_harness,
/obj/item/mod/module/quick_carry,
@@ -453,7 +449,6 @@
/obj/item/mod/module/flashlight,
)
default_pins = list(
/obj/item/mod/module/armor_booster,
/obj/item/mod/module/jetpack/advanced,
/obj/item/mod/module/jump_jet,
)
@@ -538,7 +533,6 @@
/obj/item/mod/module/flashlight/darkness,
/obj/item/mod/module/dna_lock,
/obj/item/mod/module/quick_cuff,
/obj/item/mod/module/visor/night,
/obj/item/mod/module/shove_blocker,
/obj/item/mod/module/noslip,
)
+2 -119
View File
@@ -1,122 +1,5 @@
//Antag modules for MODsuits
///Armor Booster - Grants your suit more armor and speed in exchange for EVA protection. Also acts as a welding screen.
/obj/item/mod/module/armor_booster
name = "MOD armor booster module"
desc = "A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, \
giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. \
However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, \
so this extra armor provides zero ability for extravehicular activity while deployed."
icon_state = "armor_booster"
module_type = MODULE_TOGGLE
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.3
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/armor_booster, /obj/item/mod/module/welding, /obj/item/mod/module/headprotector)
overlay_state_inactive = "module_armorbooster_off"
overlay_state_active = "module_armorbooster_on"
use_mod_colors = TRUE
mask_worn_overlay = TRUE
/// Whether or not this module removes pressure protection.
var/remove_pressure_protection = TRUE
/// Slowdown added to the control unit while this module is disabled
var/space_slowdown = 0.5
/// Armor values added to the suit parts.
var/datum/armor/armor_mod = /datum/armor/mod_module_armor_boost
/// List of parts of the suit that are spaceproofed, for giving them back the pressure protection.
var/list/spaceproofed = list()
/obj/item/mod/module/armor_booster/no_speedbost
space_slowdown = 0
/datum/armor/mod_module_armor_boost
melee = 25
bullet = 30
laser = 15
energy = 15
/obj/item/mod/module/armor_booster/on_part_activation()
RegisterSignal(mod, COMSIG_MOD_UPDATE_SPEED, PROC_REF(on_update_speed))
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.flash_protect = FLASH_PROTECTION_WELDER
mod.update_speed()
/obj/item/mod/module/armor_booster/on_part_deactivation(deleting = FALSE)
if(deleting)
return
UnregisterSignal(mod, COMSIG_MOD_UPDATE_SPEED)
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.flash_protect = initial(head_cover.flash_protect)
mod.update_speed()
/obj/item/mod/module/armor_booster/on_activation()
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
balloon_alert(mod.wearer, "armor boosted, EVA lost")
var/datum/mod_part/head_cover = mod.get_part_datum_from_slot(ITEM_SLOT_HEAD) || mod.get_part_datum_from_slot(ITEM_SLOT_MASK) || mod.get_part_datum_from_slot(ITEM_SLOT_EYES)
if(head_cover)
RegisterSignal(mod, COMSIG_MOD_PART_SEALED, PROC_REF(seal_helmet))
seal_helmet(mod, head_cover)
for(var/obj/item/part as anything in mod.get_parts(all = TRUE))
part.set_armor(part.get_armor().add_other_armor(armor_mod))
if(!remove_pressure_protection || !isclothing(part))
continue
var/obj/item/clothing/clothing_part = part
if(clothing_part.clothing_flags & STOPSPRESSUREDAMAGE)
clothing_part.clothing_flags &= ~STOPSPRESSUREDAMAGE
spaceproofed[clothing_part] = TRUE
mod.update_speed()
/obj/item/mod/module/armor_booster/on_deactivation(display_message = TRUE, deleting = FALSE)
if(!deleting)
playsound(src, 'sound/vehicles/mecha/mechmove03.ogg', 25, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
balloon_alert(mod.wearer, "armor retracts, EVA ready")
var/datum/mod_part/head_cover = mod.get_part_datum_from_slot(ITEM_SLOT_HEAD) || mod.get_part_datum_from_slot(ITEM_SLOT_MASK) || mod.get_part_datum_from_slot(ITEM_SLOT_EYES)
if(head_cover)
UnregisterSignal(mod, COMSIG_MOD_PART_SEALED)
REMOVE_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
for(var/obj/item/part as anything in mod.get_parts(all = TRUE))
part.set_armor(part.get_armor().subtract_other_armor(armor_mod))
if(!remove_pressure_protection || !isclothing(part))
continue
var/obj/item/clothing/clothing_part = part
if(spaceproofed[clothing_part])
clothing_part.clothing_flags |= STOPSPRESSUREDAMAGE
mod.update_speed()
spaceproofed = list()
/obj/item/mod/module/armor_booster/proc/on_update_speed(datum/source, list/module_slowdowns, prevent_slowdown)
SIGNAL_HANDLER
if (!active)
module_slowdowns += space_slowdown
/obj/item/mod/module/armor_booster/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
overlay_state_active = "[initial(overlay_state_active)]-[mod.skin]"
return ..()
/obj/item/mod/module/armor_booster/proc/seal_helmet(datum/source, datum/mod_part/part)
var/datum/mod_part/head_cover = mod.get_part_datum_from_slot(ITEM_SLOT_HEAD) || mod.get_part_datum_from_slot(ITEM_SLOT_MASK) || mod.get_part_datum_from_slot(ITEM_SLOT_EYES)
if(part != head_cover)
return
if(part.sealed)
ADD_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
else
REMOVE_TRAIT(mod.wearer, TRAIT_HEAD_INJURY_BLOCKED, REF(src))
/obj/item/mod/module/armor_booster/on_install()
. = ..()
RegisterSignal(mod, COMSIG_MOD_GET_VISOR_OVERLAY, PROC_REF(on_visor_overlay))
/obj/item/mod/module/armor_booster/on_uninstall(deleting = FALSE)
. = ..()
UnregisterSignal(mod, COMSIG_MOD_GET_VISOR_OVERLAY)
/obj/item/mod/module/armor_booster/proc/on_visor_overlay(datum/source, mutable_appearance/standing, list/overrides)
SIGNAL_HANDLER
if (active)
overrides += mutable_appearance(overlay_icon_file, "module_armorbooster_visor-[mod.skin]", layer = standing.layer + 0.1)
///Energy Shield - Gives you a rechargeable energy shield that nullifies attacks.
/obj/item/mod/module/energy_shield
name = "MOD energy shield module"
@@ -531,7 +414,7 @@
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/headprotector)
incompatible_modules = list(/obj/item/mod/module/infiltrator, /obj/item/mod/module/welding/syndicate, /obj/item/mod/module/welding, /obj/item/mod/module/headprotector)
required_slots = list(ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_OCLOTHING)
/// List of traits added when the suit is activated
var/list/traits_to_add = list(TRAIT_SILENT_FOOTSTEPS, TRAIT_UNKNOWN, TRAIT_HEAD_INJURY_BLOCKED)
@@ -595,7 +478,7 @@
stealth_alpha = 30
module_type = MODULE_ACTIVE
cooldown_time = 2 SECONDS
incompatible_modules = list(/obj/item/mod/module/stealth, /obj/item/mod/module/armor_booster)
incompatible_modules = list(/obj/item/mod/module/stealth, /obj/item/mod/module/welding/syndicate)
/// How much time before we are able to cloak again after the cloak is broken (not disabled)
COOLDOWN_DECLARE(recloak_timer)
/// If the stealth portion of the module is active
@@ -8,7 +8,7 @@
immunity against extremities such as spot and arc welding, solar eclipses, and handheld flashlights."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/armor_booster)
incompatible_modules = list(/obj/item/mod/module/welding)
overlay_state_inactive = "module_welding"
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
@@ -25,6 +25,18 @@
if(istype(head_cover))
head_cover.flash_protect = initial(head_cover.flash_protect)
/obj/item/mod/module/welding/syndicate
complexity = 0
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/welding, /obj/item/mod/module/welding/syndicate, /obj/item/mod/module/stealth/wraith)
overlay_state_inactive = "module_armorbooster_on"
use_mod_colors = TRUE
mask_worn_overlay = TRUE
/obj/item/mod/module/welding/syndicate/generate_worn_overlay(obj/item/source, mutable_appearance/standing)
overlay_state_inactive = "[initial(overlay_state_inactive)]-[mod.skin]"
return ..()
///T-Ray Scan - Scans the terrain for undertile objects.
/obj/item/mod/module/t_ray
name = "MOD t-ray scan module"
@@ -396,7 +408,7 @@
relatively easy to install into most other suits."
icon_state = "welding"
complexity = 1
incompatible_modules = list(/obj/item/mod/module/armor_booster, /obj/item/mod/module/infiltrator)
incompatible_modules = list(/obj/item/mod/module/welding/syndicate, /obj/item/mod/module/infiltrator)
required_slots = list(ITEM_SLOT_HEAD)
/obj/item/mod/module/headprotector/on_part_activation()
+23 -1
View File
@@ -103,7 +103,7 @@
icon_state = "jetpack"
module_type = MODULE_TOGGLE
complexity = 3
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.5
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.05
use_energy_cost = DEFAULT_CHARGE_DRAIN
incompatible_modules = list(/obj/item/mod/module/jetpack)
overlay_state_inactive = "module_jetpack"
@@ -1045,3 +1045,25 @@
var/datum/effect_system/lightning_spread/sparks = new /datum/effect_system/lightning_spread
sparks.set_up(number = 5, cardinals_only = TRUE, location = mod.wearer.loc)
sparks.start()
/obj/item/mod/module/hearing_protection
name = "MOD hearing protection module"
desc = "A module that protects the users ears from loud sounds"
complexity = 0
removable = FALSE
incompatible_modules = list(/obj/item/mod/module/hearing_protection)
required_slots = list(ITEM_SLOT_HEAD)
/obj/item/mod/module/hearing_protection/on_part_activation()
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
head_cover.AddComponent(/datum/component/wearertargeting/earprotection, list(ITEM_SLOT_HEAD))
var/datum/component/wearertargeting/earprotection/protection = head_cover.GetComponent(/datum/component/wearertargeting/earprotection)
protection.on_equip(src, mod.wearer, ITEM_SLOT_HEAD)
/obj/item/mod/module/hearing_protection/on_part_deactivation(deleting = FALSE)
if(deleting)
return
var/obj/item/clothing/head_cover = mod.get_part_from_slot(ITEM_SLOT_HEAD) || mod.get_part_from_slot(ITEM_SLOT_MASK) || mod.get_part_from_slot(ITEM_SLOT_EYES)
if(istype(head_cover))
qdel(head_cover.GetComponent(/datum/component/wearertargeting/earprotection))
+23
View File
@@ -74,4 +74,27 @@
this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
yet brightening everything into a spooky green glow. They say these also let you see behind you."
icon_state = "night_visor"
incompatible_modules = list(/obj/item/mod/module/visor, /obj/item/mod/module/night)
visor_traits = list(TRAIT_TRUE_NIGHT_VISION)
/obj/item/mod/module/night // Not Visor type so that it remains compatible with other visors
name = "MOD night vision module"
desc = "A heads-up display installed into the visor of the suit. Typical for both civilian and military applications, \
this allows the user to perceive their surroundings while in complete darkness, enhancing the view by tenfold; \
yet brightening everything into a spooky green glow. They say these also let you see behind you. \
These ones are a special version which remain compatible with the other visor modules."
icon_state = "night_visor"
active_power_cost = DEFAULT_CHARGE_DRAIN * 0.1
complexity = 0
removable = FALSE
module_type = MODULE_TOGGLE
incompatible_modules = list(/obj/item/mod/module/night, /obj/item/mod/module/visor/night)
required_slots = list(ITEM_SLOT_HEAD|ITEM_SLOT_EYES|ITEM_SLOT_MASK)
/obj/item/mod/module/night/on_activation()
mod.wearer.add_traits(TRAIT_TRUE_NIGHT_VISION, REF(src))
mod.wearer.update_sight()
/obj/item/mod/module/night/on_deactivation(display_message = TRUE, deleting = FALSE)
mod.wearer.remove_traits(TRAIT_TRUE_NIGHT_VISION, REF(src))
mod.wearer.update_sight()