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kuricityyandnevimer 1bff67005b Buffs godslayer armor values (#92368)
## About The Pull Request

Buffs the godslayer armor values to be on par with ash drake, and a
little better

<img width="232" height="205" alt="image"
src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2"
/>

## Why It's Good For The Game

Why the fuck is an armor that you have to fight 2 megafauna (one being
the hardest in the game imo) worse than an armor that you have to
butcher 3 ice drakes to make. it was straight up just not worth the
effort you had to put in to make it, AND it was a downgrade from the
standard armor you should have (considering everyone gets drake armor on
icebox as a miner)

## Changelog
 

🆑
balance: Buffs godslayer armor values to be worth the effort you have to
put in to getting it.
/🆑
2025-08-19 22:34:06 -04:00

78 lines
3.3 KiB
Plaintext

/obj/item/clothing/suit/hooded/cloak/godslayer
name = "godslayer armour"
icon_state = "godslayer"
desc = "A suit of armour fashioned from the remnants of a knight's armor, and parts of a wendigo."
armor_type = /datum/armor/cloak_godslayer
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
hoodtype = /obj/item/clothing/head/hooded/cloakhood/godslayer
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
resistance_flags = FIRE_PROOF | ACID_PROOF | FREEZE_PROOF
transparent_protection = HIDEGLOVES|HIDESUITSTORAGE|HIDEJUMPSUIT|HIDESHOES
/// Amount to heal when the effect is triggered
var/heal_amount = 500
/// Time until the effect can take place again
var/effect_cooldown_time = 10 MINUTES
/// Current cooldown for the effect
COOLDOWN_DECLARE(effect_cooldown)
var/static/list/damage_heal_order = list(BRUTE, BURN, OXY)
/datum/armor/cloak_godslayer
melee = 70
bullet = 50
laser = 30
energy = 40
bomb = 50
bio = 50
fire = 100
acid = 100
wound = 10
/obj/item/clothing/suit/hooded/cloak/godslayer/Initialize(mapload)
. = ..()
allowed = GLOB.mining_suit_allowed
AddComponent(/datum/component/item_equipped_movement_rustle, SFX_PLATE_ARMOR_RUSTLE, 8)
/obj/item/clothing/suit/hooded/cloak/godslayer/examine(mob/user)
. = ..()
if(loc == user && !COOLDOWN_FINISHED(src, effect_cooldown))
. += "You feel like the revival effect will be able to occur again in [COOLDOWN_TIMELEFT(src, effect_cooldown) / 10] seconds."
/obj/item/clothing/suit/hooded/cloak/godslayer/equipped(mob/user, slot)
. = ..()
if(slot & ITEM_SLOT_OCLOTHING)
RegisterSignal(user, COMSIG_MOB_STATCHANGE, PROC_REF(resurrect))
return
UnregisterSignal(user, COMSIG_MOB_STATCHANGE)
/obj/item/clothing/suit/hooded/cloak/godslayer/dropped(mob/user)
..()
UnregisterSignal(user, COMSIG_MOB_STATCHANGE)
/obj/item/clothing/suit/hooded/cloak/godslayer/proc/resurrect(mob/living/carbon/user, new_stat)
SIGNAL_HANDLER
if(new_stat > CONSCIOUS && new_stat < DEAD && COOLDOWN_FINISHED(src, effect_cooldown))
COOLDOWN_START(src, effect_cooldown, effect_cooldown_time) //This needs to happen first, otherwise there's an infinite loop
user.heal_ordered_damage(heal_amount, damage_heal_order)
user.visible_message(span_notice("[user] suddenly revives, as their armor swirls with demonic energy!"), span_notice("You suddenly feel invigorated!"))
playsound(user.loc, 'sound/effects/magic/clockwork/ratvar_attack.ogg', 50)
/obj/item/clothing/head/hooded/cloakhood/godslayer
name = "godslayer helm"
icon = 'icons/obj/clothing/head/helmet.dmi'
worn_icon = 'icons/mob/clothing/head/helmet.dmi'
icon_state = "godslayer"
desc = "The horns and skull of a wendigo, held together by the remaining icy energy of a demonic miner."
armor_type = /datum/armor/cloak_godslayer
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flash_protect = FLASH_PROTECTION_WELDER
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
resistance_flags = FIRE_PROOF | ACID_PROOF | FREEZE_PROOF