/obj/item/bear_armor name = "pile of bear armor" desc = "A scattered pile of various shaped armor pieces fitted for a bear, some duct tape, and a nail filer. Crude instructions \ are written on the back of one of the plates in russian. This seems like an awful idea." icon = 'icons/obj/tools.dmi' icon_state = "bear_armor_upgrade" /obj/item/bear_armor/afterattack(atom/target, mob/user, proximity_flag) . = ..() if(!proximity_flag) return if(!istype(target, /mob/living/basic/bear)) return var/mob/living/basic/bear/bear_target = target if(bear_target.armored) to_chat(user, span_warning("[bear_target] has already been armored up!")) return bear_target.armored = TRUE bear_target.maxHealth += 60 bear_target.health += 60 bear_target.armour_penetration += 20 bear_target.melee_damage_lower += 3 bear_target.melee_damage_upper += 5 bear_target.wound_bonus += 5 bear_target.update_icons() to_chat(user, span_info("You strap the armor plating to [bear_target] and sharpen [bear_target.p_their()] claws with the nail filer. This was a great idea.")) qdel(src)