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49d2f1f3c9
## About The Pull Request First, boring stuff. The "Modsuit equipment" techweb node has been split into two nodes, with the additional node containing the more civilian MODules (And the new plating), and costing 20 points. A new "Perfumer" MODule has been added(not printable anywhere, but in the new suit by default) that just cleans you. The MODsuit being added has been added to the LawDrobe's premium section, for 300 credits. Now, the real addition. This adds a MODsuit that is a modular suit, that is to say, a suit, tie, shoes and glasses. The glasses aren't actually real flash-proof sunglasses by default, but the welding protection module can be added. The suit is obviously not space-proof, and offers no protection to anything but biohazards. The suit has 10 complexity max, due to the fact that most modules don't have a point on it. This is subject to change. The pre-made one also has the stamp and paper dispenser MODules pre-installed, which are both now activateable via the neck slot. The suit control unit is the tie. ## Why It's Good For The Game Have you ever been called to court, but you didn't have a nice suit, so the judge holds you in contempt and sends you to jail? Well, never again. Gone are the days that you cause two innocent boys to almost be executed for a crime they didn't commit simply because you don't have a nice suit. With the Moonraker Conglomerate's newest export in your hands, you'll never be the less formal one ever again. No matter the occasion, you're never more than a few moments away from self-representing. Video of the fit: https://github.com/user-attachments/assets/44d08ca8-9ae1-4887-81e6-cec11792132e It's the same look as a suit jacket, white tie, sunglasses and laceup shoes. You must get a matching jumpsuit of your own. I think it's neat, and it's a damn shame that there's not a single MODsuit that isn't just head gloves suit shoes. All these MODules which are activateable from head, mask or glasses, and no suits that allow it. Missed opportunity, I'd say. Also, lawyer buff. Need I say more? ## Changelog 🆑 add: Added a modular SUIT, a deployable, one-piece three-piece suit. Purchasable from the LawDrobe. balance: The MODsuit equipment techweb node has been split in two, with an offshoot for civilian MODules. /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
71 lines
3.0 KiB
Plaintext
71 lines
3.0 KiB
Plaintext
/// Default value for the max_complexity var on MODsuits
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#define DEFAULT_MAX_COMPLEXITY 15
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/// The default cell drain of a modsuit. The standard modsuit active power usage drains this much energy per modsuit second.
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#define DEFAULT_CHARGE_DRAIN (0.005 * STANDARD_CELL_CHARGE) // A standard cell lasts 200 seconds with this on active power usage, while a high power one lasts 2,000 seconds.
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/// Default time for a part of the suit to seal.
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#define MOD_ACTIVATION_STEP_TIME (1 SECONDS)
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/// How likely the UI is to fail when malfunctioning
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#define MOD_MALFUNCTION_PROB 75
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/// Passive module, just acts when put in naturally.
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#define MODULE_PASSIVE 0
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/// Usable module, does something when you press a button.
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#define MODULE_USABLE 1
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/// Toggle module, you turn it on/off and it does stuff.
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#define MODULE_TOGGLE 2
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/// Actively usable module, you may only have one selected at a time.
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#define MODULE_ACTIVE 3
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/// This module can be used during phaseout
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#define MODULE_ALLOW_PHASEOUT (1<<0)
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/// This module can be used while incapacitated
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#define MODULE_ALLOW_INCAPACITATED (1<<1)
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/// This module can be used while the suit is off
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#define MODULE_ALLOW_INACTIVE (1<<2)
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/// This module can be used (by button) while the suit is unworn
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#define MODULE_ALLOW_UNWORN (1<<3)
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#define UNSEALED_LAYER "unsealed_layer"
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#define SEALED_LAYER "sealed_layer"
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#define UNSEALED_CLOTHING "unsealed_clothing"
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#define SEALED_CLOTHING "sealed_clothing"
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#define UNSEALED_INVISIBILITY "unsealed_invisibility"
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#define SEALED_INVISIBILITY "sealed_invisibility"
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#define UNSEALED_COVER "unsealed_cover"
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#define SEALED_COVER "sealed_cover"
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#define CAN_OVERSLOT "can_overslot"
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#define UNSEALED_MESSAGE "unsealed_message"
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#define SEALED_MESSAGE "sealed_message"
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//Defines used to override MOD clothing's icon and worn icon files in the skin.
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#define MOD_ICON_OVERRIDE "mod_icon_override"
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#define MOD_WORN_ICON_OVERRIDE "mod_worn_icon_override"
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//Defines for MODlink frequencies
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#define MODLINK_FREQ_NANOTRASEN "NT"
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#define MODLINK_FREQ_SYNDICATE "SYND"
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#define MODLINK_FREQ_CHARLIE "CHRL"
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#define MODLINK_FREQ_CENTCOM "CC"
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//Default text for different messages for the user.
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#define HELMET_UNSEAL_MESSAGE "hisses open"
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#define HELMET_SEAL_MESSAGE "hisses closed"
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#define CHESTPLATE_UNSEAL_MESSAGE "releases your chest"
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#define CHESTPLATE_SEAL_MESSAGE "cinches tightly around your chest"
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#define GAUNTLET_UNSEAL_MESSAGE "become loose around your fingers"
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#define GAUNTLET_SEAL_MESSAGE "tighten around your fingers and wrists"
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#define BOOT_UNSEAL_MESSAGE "relax their grip on your legs"
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#define BOOT_SEAL_MESSAGE "seal around your feet"
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#define GLASSES_UNSEAL_MESSAGE "moves away from your eyes"
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#define GLASSES_SEAL_MESSAGE "settle onto your eyes"
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#define NECKWEAR_UNSEAL_MESSAGE "looses around your neck"
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#define NECKWEAR_SEAL_MESSAGE "tightens around your neck"
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/// Global list of all /datum/mod_theme
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GLOBAL_LIST_INIT(mod_themes, setup_mod_themes())
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/// Global list of all ids associated to a /datum/mod_link instance
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GLOBAL_LIST_EMPTY(mod_link_ids)
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