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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Skyrat introduced a variable for digi legs, which in order to override for our modsuits I filled our mod-part icon file with all the current modsuits in the game and redefined the variable on all applicable parts to point towards that file instead Bubber exclusive mods were pointing to the skyrat files when the user had digi legs, however those mods were not present in those files. This makes them point to correct files. the AP mod also did not have digisprites, I sprited them, they exist now. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game closes #1534 <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing  <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: AP mod has digisprites now and applies them properly. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Odairu <mdesisto510@gmail.com>
107 lines
3.7 KiB
Plaintext
107 lines
3.7 KiB
Plaintext
/datum/mod_theme/asset_protection
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name = "Asset Protection"
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desc = "A weaker version of the Apocryphal Modsuit, chiefly worn by Nanotrasen Asset Protection."
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extended_desc = "A weaker version of the Apocryphal Modsuit meant for the Nanotrasen Asset Protection Division. This suit boasts higher speed and advanced actuators that make moving feel almost weightless, with advanced features for the savvy bodyguard."
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default_skin = "asset_protection"
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armor_type = /datum/armor/mod_theme_ap
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resistance_flags = FIRE_PROOF|ACID_PROOF
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atom_flags = PREVENT_CONTENTS_EXPLOSION_1
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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siemens_coefficient = 0
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slowdown_inactive = 0.5
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slowdown_active = 0
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allowed_suit_storage = list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/restraints/handcuffs,
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/obj/item/assembly/flash,
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/obj/item/melee/baton,
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)
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variants = list(
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"asset_protection" = list(
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MOD_ICON_OVERRIDE = 'modular_zubbers/icons/obj/clothing/modsuit/mod_clothing.dmi',
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MOD_WORN_ICON_OVERRIDE = 'modular_zubbers/icons/mob/clothing/modsuit/mod_clothing.dmi',
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/obj/item/clothing/head/mod = list(
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UNSEALED_LAYER = null,
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UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE|HEADINTERNALS,
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UNSEALED_INVISIBILITY = HIDEEARS|HIDEHAIR,
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SEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEMASK|HIDEEYES|HIDEFACE|HIDESNOUT,
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SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
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),
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/obj/item/clothing/suit/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT,
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),
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/obj/item/clothing/gloves/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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CAN_OVERSLOT = TRUE,
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),
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/obj/item/clothing/shoes/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/datum/armor/mod_theme_ap
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melee = 50
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bullet = 40
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laser = 50
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energy = 50
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bomb = 50
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bio = 100
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fire = 100
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acid = 100
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wound = 15
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/datum/mod_theme/asset_protection/set_skin(obj/item/mod/control/mod, skin)
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. = ..()
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var/parts = mod.get_parts()
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for(var/obj/item/part as anything in parts + mod)
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part.worn_icon_digi = 'modular_zubbers/icons/mob/clothing/modsuit/mod.dmi'
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/datum/mod_theme/mining/New()
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variants += list(
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"imp" = list(
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MOD_ICON_OVERRIDE = 'modular_zubbers/icons/obj/clothing/modsuit/mod_clothing.dmi',
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MOD_WORN_ICON_OVERRIDE = 'modular_zubbers/icons/mob/clothing/modsuit/mod_clothing.dmi',
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/obj/item/clothing/head/mod = list(
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UNSEALED_LAYER = null,
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UNSEALED_CLOTHING = SNUG_FIT|THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE|HEADINTERNALS,
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UNSEALED_INVISIBILITY = HIDEFACIALHAIR|HIDEEARS|HIDEHAIR|HIDESNOUT,
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SEALED_INVISIBILITY = HIDEMASK|HIDEEYES|HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH|HEADCOVERSEYES|PEPPERPROOF,
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UNSEALED_MESSAGE = HELMET_UNSEAL_MESSAGE,
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SEALED_MESSAGE = HELMET_SEAL_MESSAGE,
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),
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/obj/item/clothing/suit/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT,
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UNSEALED_MESSAGE = CHESTPLATE_UNSEAL_MESSAGE,
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SEALED_MESSAGE = CHESTPLATE_SEAL_MESSAGE,
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),
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/obj/item/clothing/gloves/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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CAN_OVERSLOT = TRUE,
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UNSEALED_MESSAGE = GAUNTLET_UNSEAL_MESSAGE,
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SEALED_MESSAGE = GAUNTLET_SEAL_MESSAGE,
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),
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/obj/item/clothing/shoes/mod = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDAMAGE,
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CAN_OVERSLOT = TRUE,
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UNSEALED_MESSAGE = BOOT_UNSEAL_MESSAGE,
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SEALED_MESSAGE = BOOT_SEAL_MESSAGE,
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),
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),
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)
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. = ..()
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