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This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
12 lines
585 B
Plaintext
12 lines
585 B
Plaintext
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/obj/item/clothing/head/helmet/space/space_ninja
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desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
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name = "ninja hood"
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icon_state = "s-ninja"
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item_state = "s-ninja_mask"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25, fire = 100, acid = 100)
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strip_delay = 12
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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blockTracking = 1//Roughly the only unique thing about this helmet.
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flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR |