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https://github.com/Bubberstation/Bubberstation.git
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Moves fauna made armor into the same file as the basic explorer armor. (#66638)
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@@ -11,7 +11,16 @@
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max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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hoodtype = /obj/item/clothing/head/hooded/explorer
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armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/recharge/kinetic_accelerator, /obj/item/pickaxe, /obj/item/storage/bag/ore)
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allowed = list(
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/obj/item/flashlight,
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/obj/item/gun/energy/recharge/kinetic_accelerator,
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/obj/item/mining_scanner,
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/obj/item/pickaxe,
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/obj/item/resonator,
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/obj/item/storage/bag/ore,
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/obj/item/t_scanner/adv_mining_scanner,
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/obj/item/tank/internals,
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)
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/head/hooded/explorer
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@@ -58,3 +67,135 @@
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/obj/item/clothing/mask/gas/explorer/folded/Initialize(mapload)
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. = ..()
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adjustmask()
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/obj/item/clothing/suit/hooded/cloak/goliath
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name = "goliath cloak"
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icon_state = "goliath_cloak"
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desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
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allowed = list(
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/obj/item/flashlight,
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/obj/item/knife/combat/bone,
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/obj/item/knife/combat/survival,
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/obj/item/organ/regenerative_core/legion,
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/obj/item/pickaxe,
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/obj/item/spear,
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/obj/item/tank/internals,
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)
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armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
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hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
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body_parts_covered = CHEST|GROIN|ARMS
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/obj/item/clothing/head/hooded/cloakhood/goliath
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name = "goliath cloak hood"
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icon_state = "golhood"
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desc = "A protective & concealing hood."
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armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 60, ACID = 60)
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clothing_flags = SNUG_FIT
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flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
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transparent_protection = HIDEMASK
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/obj/item/clothing/suit/hooded/cloak/drake
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name = "drake armour"
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icon_state = "dragon"
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desc = "A suit of armour fashioned from the remains of an ash drake."
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allowed = list(
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/obj/item/flashlight,
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/obj/item/gun/energy/recharge/kinetic_accelerator,
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/obj/item/mining_scanner,
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/obj/item/pickaxe,
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/obj/item/resonator,
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/obj/item/spear,
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/obj/item/t_scanner/adv_mining_scanner,
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/obj/item/tank/internals,
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)
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armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, FIRE = 100, ACID = 100)
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hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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transparent_protection = HIDEGLOVES|HIDESUITSTORAGE|HIDEJUMPSUIT|HIDESHOES
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/obj/item/clothing/head/hooded/cloakhood/drake
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name = "drake helm"
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icon_state = "dragon"
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desc = "The skull of a dragon."
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armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, FIRE = 100, ACID = 100)
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clothing_flags = SNUG_FIT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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resistance_flags = FIRE_PROOF | ACID_PROOF
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/obj/item/clothing/suit/hooded/cloak/godslayer
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name = "godslayer armour"
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icon_state = "godslayer"
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desc = "A suit of armour fashioned from the remnants of a knight's armor, and parts of a wendigo."
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allowed = list(
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/obj/item/flashlight,
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/obj/item/gun/energy/recharge/kinetic_accelerator,
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/obj/item/mining_scanner,
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/obj/item/pickaxe,
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/obj/item/resonator,
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/obj/item/spear,
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/obj/item/t_scanner/adv_mining_scanner,
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/obj/item/tank/internals,
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)
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armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 100, ACID = 100)
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
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hoodtype = /obj/item/clothing/head/hooded/cloakhood/godslayer
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cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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resistance_flags = FIRE_PROOF | ACID_PROOF | FREEZE_PROOF
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transparent_protection = HIDEGLOVES|HIDESUITSTORAGE|HIDEJUMPSUIT|HIDESHOES
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/// Amount to heal when the effect is triggered
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var/heal_amount = 500
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/// Time until the effect can take place again
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var/effect_cooldown_time = 10 MINUTES
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/// Current cooldown for the effect
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COOLDOWN_DECLARE(effect_cooldown)
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var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
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/obj/item/clothing/head/hooded/cloakhood/godslayer
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name = "godslayer helm"
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icon_state = "godslayer"
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desc = "The horns and skull of a wendigo, held together by the remaining icey energy of a demonic miner."
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armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 100, ACID = 100)
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clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT
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cold_protection = HEAD
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min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
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heat_protection = HEAD
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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flash_protect = FLASH_PROTECTION_WELDER
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
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resistance_flags = FIRE_PROOF | ACID_PROOF | FREEZE_PROOF
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/obj/item/clothing/suit/hooded/cloak/godslayer/examine(mob/user)
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. = ..()
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if(loc == user && !COOLDOWN_FINISHED(src, effect_cooldown))
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. += "You feel like the revival effect will be able to occur again in [COOLDOWN_TIMELEFT(src, effect_cooldown) / 10] seconds."
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/obj/item/clothing/suit/hooded/cloak/godslayer/equipped(mob/user, slot)
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. = ..()
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if(slot & ITEM_SLOT_OCLOTHING)
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RegisterSignal(user, COMSIG_MOB_STATCHANGE, .proc/resurrect)
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return
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UnregisterSignal(user, COMSIG_MOB_STATCHANGE)
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/obj/item/clothing/suit/hooded/cloak/godslayer/dropped(mob/user)
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..()
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UnregisterSignal(user, COMSIG_MOB_STATCHANGE)
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/obj/item/clothing/suit/hooded/cloak/godslayer/proc/resurrect(mob/living/carbon/user, new_stat)
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SIGNAL_HANDLER
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if(new_stat > CONSCIOUS && new_stat < DEAD && COOLDOWN_FINISHED(src, effect_cooldown))
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COOLDOWN_START(src, effect_cooldown, effect_cooldown_time) //This needs to happen first, otherwise there's an infinite loop
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user.heal_ordered_damage(heal_amount, damage_heal_order)
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user.visible_message(span_notice("[user] suddenly revives, as their armor swirls with demonic energy!"), span_notice("You suddenly feel invigorated!"))
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playsound(user.loc, 'sound/magic/clockwork/ratvar_attack.ogg', 50)
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