[MIRROR] Vendor and Phasegun adjustments (#10900)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-05-17 10:20:36 -07:00
committed by GitHub
parent 9a214e26ad
commit 1e5d31ff04
44 changed files with 620 additions and 762 deletions

View File

@@ -269,7 +269,7 @@
/datum/supply_pack/randomised/misc/explorer_shield /datum/supply_pack/randomised/misc/explorer_shield
name = JOB_EXPLORER + " shield" name = JOB_EXPLORER + " shield"
desc = "Two Physical and Two PSG shields for use by away teams. Requires EVA or Pilot's access." desc = "Contains two random shields. These can be Physical or PSG shields for use by away teams. Requires EVA or Pilot's access."
num_contained = 2 num_contained = 2
contains = list( contains = list(
/obj/item/shield/riot/explorer, /obj/item/shield/riot/explorer,

View File

@@ -89,8 +89,7 @@
fire_sound = 'sound/weapons/spiderlunge.ogg' fire_sound = 'sound/weapons/spiderlunge.ogg'
damage = 15 damage = 15
damage_type = BURN damage_type = BURN
SA_bonus_damage = 45 mob_bonus_damage = 45
SA_vulnerability = list(MOB_CLASS_DEMONIC,MOB_CLASS_ILLUSION)
check_armour = "laser" check_armour = "laser"
armor_penetration = 60 armor_penetration = 60
light_range = 2 light_range = 2

View File

@@ -531,7 +531,8 @@
/obj/item/ano_scanner, /obj/item/ano_scanner,
/obj/item/pickaxe/hand, /obj/item/pickaxe/hand,
/obj/item/xenoarch_multi_tool, /obj/item/xenoarch_multi_tool,
/obj/item/pickaxe/excavationdrill /obj/item/pickaxe/excavationdrill,
/obj/item/storage/sample_container
) )
/obj/item/storage/belt/fannypack /obj/item/storage/belt/fannypack

View File

@@ -51,7 +51,8 @@
/obj/item/mapping_unit, /obj/item/mapping_unit,
/obj/item/binoculars, //CHOMPADD /obj/item/binoculars, //CHOMPADD
/obj/item/kinetic_crusher, /obj/item/kinetic_crusher,
/obj/item/analyzer /obj/item/analyzer,
/obj/item/storage/sample_container
) )
/obj/item/storage/belt/explorer/pathfinder /obj/item/storage/belt/explorer/pathfinder
@@ -120,7 +121,8 @@
/obj/item/melee, /obj/item/melee,
/obj/item/kinetic_crusher, /obj/item/kinetic_crusher,
/obj/item/mining_scanner, /obj/item/mining_scanner,
/obj/item/storage/bag/ore /obj/item/storage/bag/ore,
/obj/item/storage/sample_container
) )
//Pretty much, if it's in the mining vendor, they should be able to put it on the belt. //Pretty much, if it's in the mining vendor, they should be able to put it on the belt.

View File

@@ -89,7 +89,8 @@
/obj/item/clothing/suit/storage/hooded/wintercoat/miner, /obj/item/clothing/suit/storage/hooded/wintercoat/miner,
/obj/item/clothing/shoes/boots/winter/mining, /obj/item/clothing/shoes/boots/winter/mining,
/obj/item/emergency_beacon, /obj/item/emergency_beacon,
/obj/item/stack/marker_beacon/thirty) /obj/item/stack/marker_beacon/thirty,
/obj/item/storage/sample_container)
/obj/structure/closet/secure_closet/miner/Initialize(mapload) /obj/structure/closet/secure_closet/miner/Initialize(mapload)
if(prob(50)) if(prob(50))

View File

@@ -71,7 +71,8 @@
/obj/item/radio/headset/headset_sci, /obj/item/radio/headset/headset_sci,
/obj/item/storage/belt/archaeology, /obj/item/storage/belt/archaeology,
/obj/item/storage/excavation, /obj/item/storage/excavation,
/obj/item/pickaxe/excavationdrill) /obj/item/pickaxe/excavationdrill,
/obj/item/storage/sample_container)
/obj/structure/closet/excavation /obj/structure/closet/excavation
name = "Excavation tools" name = "Excavation tools"

View File

@@ -48,12 +48,6 @@
/datum/rig_vision/medhud/New() /datum/rig_vision/medhud/New()
glasses = new /obj/item/clothing/glasses/hud/health glasses = new /obj/item/clothing/glasses/hud/health
/datum/rig_vision/material
mode = "material scanner"
/datum/rig_vision/material/New()
glasses = new /obj/item/clothing/glasses/material
/obj/item/rig_module/vision /obj/item/rig_module/vision
name = "hardsuit visor" name = "hardsuit visor"
@@ -115,7 +109,7 @@
name = "hardsuit material scanner" name = "hardsuit material scanner"
desc = "A layered, translucent visor system for a hardsuit." desc = "A layered, translucent visor system for a hardsuit."
icon_state = "material" //VOREStation Edit icon_state = "material"
usable = 0 usable = 0

View File

@@ -9,7 +9,7 @@
desc = "A cheap NT knock-off of an Unathi battle-rig. Uses softer, but lighter, armour plating, producing a still-useful suit" desc = "A cheap NT knock-off of an Unathi battle-rig. Uses softer, but lighter, armour plating, producing a still-useful suit"
suit_type = "\improper NT breacher" suit_type = "\improper NT breacher"
icon_state = "breacher_rig_cheap" icon_state = "breacher_rig_cheap"
armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 70, bio = 100, rad = 50) armor = list(melee = 60, bullet = 45, laser = 45, energy = 10, bomb = 50, bio = 100, rad = 20)
emp_protection = -20 emp_protection = -20
slowdown = 3 //This is too much, reducing from 6 to 3. May edit again in the future. slowdown = 3 //This is too much, reducing from 6 to 3. May edit again in the future.
offline_slowdown = 5 offline_slowdown = 5
@@ -32,7 +32,7 @@
desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank." desc = "An authentic Unathi breacher chassis. Huge, bulky and absurdly heavy. It must be like wearing a tank."
suit_type = "breacher chassis" suit_type = "breacher chassis"
icon_state = "breacher_rig" icon_state = "breacher_rig"
armor = list(melee = 90, bullet = 90, laser = 90, energy = 90, bomb = 90, bio = 100, rad = 80) //Takes TEN TIMES as much damage to stop someone in a breacher. In exchange, it's slow. armor = list(melee = 85, bullet = 80, laser = 80, energy = 40, bomb = 80, bio = 100, rad = 60) //Still a tank just not indestructable
vision_restriction = 0 vision_restriction = 0
siemens_coefficient = 0.2 siemens_coefficient = 0.2
slowdown = 6 slowdown = 6
@@ -64,7 +64,7 @@
item_flags = THICKMATERIAL item_flags = THICKMATERIAL
siemens_coefficient = 0.2 siemens_coefficient = 0.2
offline_slowdown = 2.5 offline_slowdown = 2.5
allowed = list(POCKET_GENERIC, POCKET_EXPLO, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_STORAGE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
air_type = /obj/item/tank/vox air_type = /obj/item/tank/vox

View File

@@ -1,5 +0,0 @@
/obj/item/rig/breacher
armor = list(melee = 60, bullet = 45, laser = 45, energy = 10, bomb = 50, bio = 100, rad = 20)
/obj/item/rig/breacher/fancy
armor = list(melee = 85, bullet = 80, laser = 80, energy = 40, bomb = 80, bio = 100, rad = 60) //Still a tank just not indestructable

View File

@@ -6,14 +6,13 @@
desc = "A sleek and dangerous hardsuit for active combat." desc = "A sleek and dangerous hardsuit for active combat."
icon_state = "security_rig" icon_state = "security_rig"
suit_type = "combat hardsuit" suit_type = "combat hardsuit"
armor = list(melee = 80, bullet = 65, laser = 50, energy = 15, bomb = 80, bio = 100, rad = 60) armor = list(melee = 80, bullet = 70, laser = 60, energy = 15, bomb = 80, bio = 100, rad = 60)
slowdown = 0.5 slowdown = 0.5
offline_slowdown = 1.5 offline_slowdown = 1.5
offline_vision_restriction = 1 offline_vision_restriction = 1
helm_type = /obj/item/clothing/head/helmet/space/rig/combat helm_type = /obj/item/clothing/head/helmet/space/rig/combat
allowed = list(POCKET_GENERIC, POCKET_SECURITY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_STORAGE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
/obj/item/rig/combat/equipped /obj/item/rig/combat/equipped
@@ -38,11 +37,11 @@
desc = "An austere hardsuit used by paramilitary groups and real soldiers alike." desc = "An austere hardsuit used by paramilitary groups and real soldiers alike."
icon_state = "military_rig" icon_state = "military_rig"
suit_type = "military hardsuit" suit_type = "military hardsuit"
armor = list(melee = 80, bullet = 70, laser = 55, energy = 15, bomb = 80, bio = 100, rad = 30) armor = list(melee = 80, bullet = 75, laser = 65, energy = 15, bomb = 80, bio = 100, rad = 40)
slowdown = 0.5 slowdown = 0.5
offline_slowdown = 1.5 offline_slowdown = 1.5
offline_vision_restriction = 1 offline_vision_restriction = 1
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SECURITY, POCKET_ENGINEERING, POCKET_HEAVYTOOLS, POCKET_STORAGE, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_CE, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT)
chest_type = /obj/item/clothing/suit/space/rig/military chest_type = /obj/item/clothing/suit/space/rig/military
helm_type = /obj/item/clothing/head/helmet/space/rig/military helm_type = /obj/item/clothing/head/helmet/space/rig/military

View File

@@ -1,5 +0,0 @@
/obj/item/rig/combat
armor = list(melee = 80, bullet = 70, laser = 60, energy = 15, bomb = 80, bio = 100, rad = 60)
/obj/item/rig/military
armor = list(melee = 80, bullet = 75, laser = 65, energy = 15, bomb = 80, bio = 100, rad = 40)

View File

@@ -14,7 +14,7 @@
siemens_coefficient= 0.5 siemens_coefficient= 0.5
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 100)
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SECURITY, POCKET_ENGINEERING, POCKET_HEAVYTOOLS, POCKET_STORAGE, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_CE, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT)
initial_modules = list( initial_modules = list(
/obj/item/rig_module/ai_container, /obj/item/rig_module/ai_container,
@@ -68,7 +68,7 @@
desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready." desc = "A heavy suit worn by the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready."
suit_type = "heavy asset protection" suit_type = "heavy asset protection"
icon_state = "asset_protection_rig" icon_state = "asset_protection_rig"
armor = list(melee = 60, bullet = 50, laser = 50,energy = 40, bomb = 40, bio = 100, rad = 100) armor = list(melee = 80, bullet = 70, laser = 60, energy = 15, bomb = 80, bio = 100, rad = 60)
siemens_coefficient= 0.3 siemens_coefficient= 0.3
glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
//CHOMPEdit Begin //CHOMPEdit Begin
@@ -89,8 +89,13 @@
/obj/item/rig_module/datajack /obj/item/rig_module/datajack
) )
/obj/item/rig/ert/assetprotection/antiareli /obj/item/rig/ert/janitor
name = "Heavy Asset Protection Special Agent control module" name = "ERT-J suit control module"
desc = "A heavy suit worn by the highest level of the highest level of Asset Protection, don't mess with the person wearing this. Armoured and space ready and protected against almost fucking everything" desc = "A suit worn by the janitorial division of an Emergency Response Team. Has purple highlights. Armoured and space ready."
armor = list(melee = 80, bullet = 80, laser = 80,energy = 80, bomb = 100, bio = 100, rad = 100) suit_type = "ERT janitor"
siemens_coefficient= 0 icon_state = "ert_janitor_rig"
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/cleaner_launcher,
)

View File

@@ -1,13 +0,0 @@
/obj/item/rig/ert/janitor
name = "ERT-J suit control module"
desc = "A suit worn by the janitorial division of an Emergency Response Team. Has purple highlights. Armoured and space ready."
suit_type = "ERT janitor"
icon_state = "ert_janitor_rig"
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/cleaner_launcher,
)
/obj/item/rig/ert/assetprotection
armor = list(melee = 80, bullet = 70, laser = 60, energy = 15, bomb = 80, bio = 100, rad = 60)

View File

@@ -81,6 +81,7 @@
desc = "A unique suit of nano-enhanced armor designed for covert operations." desc = "A unique suit of nano-enhanced armor designed for covert operations."
icon_state = "ninja_rig" icon_state = "ninja_rig"
armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 30) armor = list(melee = 50, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 30)
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_SECURITY, POCKET_BAYSUIT)
emp_protection = 40 //change this to 30 if too high. emp_protection = 40 //change this to 30 if too high.
slowdown = 0 slowdown = 0

View File

@@ -14,7 +14,7 @@
siemens_coefficient = 0.3 siemens_coefficient = 0.3
glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
helm_type = /obj/item/clothing/head/helmet/space/rig/merc helm_type = /obj/item/clothing/head/helmet/space/rig/merc
allowed = list(POCKET_GENERIC, POCKET_ALL_TANKS, POCKET_EXPLO, POCKET_SUIT_REGULATORS, POCKET_STORAGE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_SECURITY, POCKET_BAYSUIT)
initial_modules = list( initial_modules = list(
/obj/item/rig_module/mounted, /obj/item/rig_module/mounted,

View File

@@ -13,7 +13,7 @@
armor = list(melee = 60, bullet = 50, laser = 35,energy = 15, bomb = 30, bio = 100, rad = 95) armor = list(melee = 60, bullet = 50, laser = 35,energy = 15, bomb = 30, bio = 100, rad = 95)
allowed = list(POCKET_GENERIC, POCKET_ALL_TANKS, POCKET_ENGINEERING, POCKET_HEAVYTOOLS, POCKET_SECURITY, POCKET_SUIT_REGULATORS, POCKET_STORAGE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT, /obj/item/storage/firstaid)
/obj/item/rig/pmc/commander /obj/item/rig/pmc/commander
name = "PMC-C hardsuit control module" name = "PMC-C hardsuit control module"

View File

@@ -20,7 +20,7 @@
glove_type = null glove_type = null
cell_type = null cell_type = null
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_STORAGE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, /obj/item/storage/box, /obj/item/storage/belt, /obj/item/defib_kit/compact)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()

View File

@@ -73,7 +73,7 @@
helm_type = /obj/item/clothing/head/helmet/space/rig/industrial helm_type = /obj/item/clothing/head/helmet/space/rig/industrial
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MINING, POCKET_CE, /obj/item/storage) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_BAYSUIT)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()
@@ -98,7 +98,7 @@
slowdown = 0 slowdown = 0
offline_slowdown = 0.5 offline_slowdown = 0.5
offline_vision_restriction = 1 offline_vision_restriction = 1
siemens_coefficient= 0.75 siemens_coefficient = 0.75
helm_type = /obj/item/clothing/head/helmet/space/rig/eva helm_type = /obj/item/clothing/head/helmet/space/rig/eva
glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
@@ -143,7 +143,7 @@
glove_type = /obj/item/clothing/gloves/gauntlets/rig/ce glove_type = /obj/item/clothing/gloves/gauntlets/rig/ce
boot_type = /obj/item/clothing/shoes/magboots/rig/ce //VOREStation Add boot_type = /obj/item/clothing/shoes/magboots/rig/ce //VOREStation Add
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_ENGINEERING, POCKET_CE) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_ENGINEERING, POCKET_CE, POCKET_BAYSUIT)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()
@@ -183,7 +183,7 @@
boot_type = /obj/item/clothing/shoes/magboots/rig/hazmat boot_type = /obj/item/clothing/shoes/magboots/rig/hazmat
//ywadd end //ywadd end
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MINING, POCKET_XENOARC) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_XENOARC, POCKET_BAYSUIT)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()
@@ -223,21 +223,21 @@
helm_type = /obj/item/clothing/head/helmet/space/rig/medical helm_type = /obj/item/clothing/head/helmet/space/rig/medical
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MEDICAL, /obj/item/storage, /obj/item/roller) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MEDICAL, POCKET_BAYSUIT, /obj/item/roller, /obj/item/storage/firstaid)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()
//Access restriction and seal delay, plus pat_module and rescue_pharm for medical suit
/obj/item/rig/medical/equipped /obj/item/rig/medical/equipped
req_access = list(access_medical) req_access = list(access_medical)
seal_delay = 5
initial_modules = list( initial_modules = list(
/obj/item/rig_module/sprinter,
/obj/item/rig_module/chem_dispenser/injector,
/obj/item/rig_module/maneuvering_jets, /obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/device/healthscanner, /obj/item/rig_module/sprinter,
/obj/item/rig_module/vision/medhud /obj/item/rig_module/pat_module,
/obj/item/rig_module/rescue_pharm
) )
//Security suit //Security suit
@@ -254,7 +254,7 @@
helm_type = /obj/item/clothing/head/helmet/space/rig/hazard helm_type = /obj/item/clothing/head/helmet/space/rig/hazard
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_EXPLO, /obj/item/storage) allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
req_access = list() req_access = list()
req_one_access = list() req_one_access = list()
@@ -268,3 +268,375 @@
/obj/item/rig_module/grenade_launcher, /obj/item/rig_module/grenade_launcher,
/obj/item/rig_module/mounted/taser /obj/item/rig_module/mounted/taser
) )
// 'Technomancer' hardsuit
/obj/item/rig/focalpoint
name = "\improper F.P.E. hardsuit control module"
desc = "A high-end hardsuit produced by Focal Point Energistics, focused around repair and construction."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "techno_rig"
suit_type = "\improper F.P.E. hardsuit"
cell_type = /obj/item/cell/hyper
// Copied from CE rig
slowdown = 0
offline_slowdown = 0
offline_vision_restriction = 0
rigsuit_max_pressure = 20 * ONE_ATMOSPHERE // Max pressure the rig protects against when sealed
rigsuit_min_pressure = 0 // Min pressure the rig protects against when sealed
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE // so it's like a rig firesuit
armor = list("melee" = 40, "bullet" = 10, "laser" = 30, "energy" = 55, "bomb" = 70, "bio" = 100, "rad" = 100)
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, /obj/item/storage/backpack)
chest_type = /obj/item/clothing/suit/space/rig/focalpoint
helm_type = /obj/item/clothing/head/helmet/space/rig/focalpoint
boot_type = /obj/item/clothing/shoes/magboots/rig/ce/focalpoint
glove_type = /obj/item/clothing/gloves/gauntlets/rig/focalpoint
/obj/item/rig/focalpoint/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/teleporter, // Try not to set yourself on fire
/obj/item/rig_module/device/rcd,
/obj/item/rig_module/grenade_launcher/metalfoam
)
/obj/item/clothing/head/helmet/space/rig/focalpoint
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/suit/space/rig/focalpoint
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/shoes/magboots/rig/ce/focalpoint
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/gloves/gauntlets/rig/focalpoint
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "techno_rig"
siemens_coefficient = 0
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
// 'Ironhammer' hardsuit
/obj/item/rig/hephaestus
name = "\improper Hephaestus hardsuit control module"
desc = "A high-end hardsuit produced by Hephaestus Industries, focused on destroying the competition. Literally."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "ihs_rig"
suit_type = "\improper Hephaestus hardsuit"
cell_type = /obj/item/cell/super
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_SECURITY, POCKET_ENGINEERING, POCKET_BAYSUIT, /obj/item/storage/firstaid, /obj/item/roller)
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 50, "bomb" = 60, "bio" = 100, "rad" = 20)
chest_type = /obj/item/clothing/suit/space/rig/hephaestus
helm_type = /obj/item/clothing/head/helmet/space/rig/hephaestus
boot_type = /obj/item/clothing/shoes/magboots/rig/hephaestus
glove_type = /obj/item/clothing/gloves/gauntlets/rig/hephaestus
/obj/item/rig/hephaestus/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/grenade_launcher,
/obj/item/rig_module/mounted/egun,
/obj/item/rig_module/mounted/energy_blade
)
/obj/item/clothing/head/helmet/space/rig/hephaestus
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/suit/space/rig/hephaestus
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/shoes/magboots/rig/hephaestus
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/gloves/gauntlets/rig/hephaestus
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
// 'Zero' rig
/obj/item/rig/zero
name = "null hardsuit control module"
desc = "A very lightweight suit designed to allow use inside mechs and starfighters. It feels like you're wearing nothing at all."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "null_rig"
suit_type = "null hardsuit"
cell_type = /obj/item/cell/high
chest_type = /obj/item/clothing/suit/space/rig/zero
helm_type = /obj/item/clothing/head/helmet/space/rig/zero
boot_type = null
glove_type = null
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_BAYSUIT)
slowdown = 0
offline_slowdown = 1
offline_vision_restriction = 2
armor = list("melee" = 20, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 35, "bio" = 100, "rad" = 20)
/obj/item/rig/zero/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets
)
/obj/item/clothing/head/helmet/space/rig/zero
desc = "A bubble helmet that maximizes the field of view. A state of the art holographic display provides a stream of information."
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "null_rig"
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
slowdown = 0
/obj/item/clothing/suit/space/rig/zero
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "null_rig"
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
body_parts_covered = CHEST|LEGS|FEET|ARMS|HANDS // like a voidsuit
slowdown = 0
// Medical rig from bay
/obj/item/rig/baymed
name = "\improper Commonwealth medical hardsuit control module"
desc = "A lightweight first responder hardsuit from the Commonwealth. Not suitable for combat use, but advanced myomer fibers can push the user to incredible speeds."
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "medical_rig_bay"
item_state = null
suit_type = "medical hardsuit"
cell_type = /obj/item/cell/high
chest_type = /obj/item/clothing/suit/space/rig/baymed
helm_type = /obj/item/clothing/head/helmet/space/rig/baymed
boot_type = /obj/item/clothing/shoes/magboots/rig/ce/baymed
glove_type = /obj/item/clothing/gloves/gauntlets/rig/baymed
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MEDICAL, POCKET_BAYSUIT, /obj/item/roller)
// speedy paper
slowdown = -0.5
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 25, "bio" = 100, "rad" = 20)
/obj/item/rig/baymed/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/sprinter,
/obj/item/rig_module/pat_module,
/obj/item/rig_module/rescue_pharm
)
/obj/item/clothing/head/helmet/space/rig/baymed
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
camera_networks = list(NETWORK_MEDICAL)
/obj/item/clothing/suit/space/rig/baymed
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/ce/baymed
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/baymed
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
// Engineering/'Industrial' rig from bay
/obj/item/rig/bayeng
name = "\improper Commonwealth engineering hardsuit control module"
desc = "An advanced construction hardsuit from the Commonwealth. Built like a tank. Don't expect to be taking any tight corners while running."
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "engineering_rig_bay"
item_state = null
suit_type = "engineering hardsuit"
cell_type = /obj/item/cell/super
chest_type = /obj/item/clothing/suit/space/rig/bayeng
helm_type = /obj/item/clothing/head/helmet/space/rig/bayeng
boot_type = /obj/item/clothing/shoes/magboots/rig/ce/bayeng
glove_type = /obj/item/clothing/gloves/gauntlets/rig/bayeng
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MINING, POCKET_CE, POCKET_BAYSUIT)
slowdown = 0
offline_slowdown = 5 // very bulky
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 50)
/obj/item/rig/bayeng/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/device/rcd,
/obj/item/rig_module/grenade_launcher/metalfoam,
/obj/item/rig_module/vision/meson,
/obj/item/rig_module/ai_container
)
/obj/item/clothing/head/helmet/space/rig/bayeng
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
camera_networks = list(NETWORK_ENGINEERING)
/obj/item/clothing/suit/space/rig/bayeng
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/ce/bayeng
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/bayeng
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
siemens_coefficient = 0 // insulated
// Pathfinder rig from bay - event/reward stuff here
/obj/item/rig/pathfinder
name = "\improper Commonwealth pathfinder hardsuit control module"
desc = "A Commonwealth pathfinder hardsuit is hard to come by... how'd this end up on the frontier?"
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "pathfinder_rig_bay"
item_state = null
suit_type = "pathfinder hardsuit"
cell_type = /obj/item/cell/super
chest_type = /obj/item/clothing/suit/space/rig/pathfinder
helm_type = /obj/item/clothing/head/helmet/space/rig/pathfinder
boot_type = /obj/item/clothing/shoes/magboots/rig/pathfinder
glove_type = /obj/item/clothing/gloves/gauntlets/rig/pathfinder
slowdown = 0.5
offline_slowdown = 4 // bulky
offline_vision_restriction = 2 // doesn't even have a way to see out without power
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 50)
/obj/item/rig/pathfinder//equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/teleporter,
/obj/item/rig_module/stealth_field,
/obj/item/rig_module/mounted/energy_blade
)
/obj/item/clothing/head/helmet/space/rig/pathfinder
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
/obj/item/clothing/suit/space/rig/pathfinder
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/pathfinder
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/pathfinder
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/rig/industrial/vendor
name = "discount industrial suit control module"
desc = "A heavy, powerful hardsuit used by construction crews and mining corporations. This is a mass production model with reduced armor."
armor = list(melee = 50, bullet = 10, laser = 20, energy = 15, bomb = 30, bio = 100, rad = 50)

View File

@@ -1,423 +0,0 @@
//Access restriction and seal delay, plus pat_module and rescue_pharm for medical suit
/obj/item/rig/medical/equipped
req_access = list(access_medical)
seal_delay = 5
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/sprinter,
/obj/item/rig_module/pat_module,
/obj/item/rig_module/rescue_pharm
)
//Armor reduction for industrial suit
/obj/item/rig/industrial/vendor
desc = "A heavy, powerful hardsuit used by construction crews and mining corporations. This is a mass production model with reduced armor."
armor = list(melee = 50, bullet = 10, laser = 20, energy = 15, bomb = 30, bio = 100, rad = 50)
//Area allowing backpacks to be placed on rigsuits.
/obj/item/rig/vox
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
/obj/item/rig/combat
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
/obj/item/rig/ert
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_CE, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT)
/obj/item/rig/light/ninja
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_SECURITY, POCKET_BAYSUIT)
/obj/item/rig/merc
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_SECURITY, POCKET_BAYSUIT)
/obj/item/rig/ce
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_ENGINEERING, POCKET_CE, POCKET_BAYSUIT)
/obj/item/rig/medical
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MEDICAL, POCKET_BAYSUIT, /obj/item/roller, /obj/item/storage/firstaid)
/obj/item/rig/hazmat
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_XENOARC, POCKET_BAYSUIT)
/obj/item/rig/hazard
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_EXPLO, POCKET_BAYSUIT)
/obj/item/rig/industrial
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_MINING, POCKET_BAYSUIT)
/obj/item/rig/military
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_CE, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT)
/obj/item/rig/pmc
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_ALL_TANKS, POCKET_SUIT_REGULATORS, POCKET_ENGINEERING, POCKET_SECURITY, POCKET_MEDICAL, POCKET_HEAVYTOOLS, POCKET_BAYSUIT, /obj/item/storage/firstaid)
/obj/item/rig/robotics
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, /obj/item/storage/box, /obj/item/storage/belt, /obj/item/defib_kit/compact)
// 'Technomancer' hardsuit
/obj/item/rig/focalpoint
name = "\improper F.P.E. hardsuit control module"
desc = "A high-end hardsuit produced by Focal Point Energistics, focused around repair and construction."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "techno_rig"
suit_type = "\improper F.P.E. hardsuit"
cell_type = /obj/item/cell/hyper
// Copied from CE rig
slowdown = 0
offline_slowdown = 0
offline_vision_restriction = 0
rigsuit_max_pressure = 20 * ONE_ATMOSPHERE // Max pressure the rig protects against when sealed
rigsuit_min_pressure = 0 // Min pressure the rig protects against when sealed
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE // so it's like a rig firesuit
armor = list("melee" = 40, "bullet" = 10, "laser" = 30, "energy" = 55, "bomb" = 70, "bio" = 100, "rad" = 100)
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, /obj/item/storage/backpack)
chest_type = /obj/item/clothing/suit/space/rig/focalpoint
helm_type = /obj/item/clothing/head/helmet/space/rig/focalpoint
boot_type = /obj/item/clothing/shoes/magboots/rig/focalpoint
glove_type = /obj/item/clothing/gloves/gauntlets/rig/focalpoint
/obj/item/rig/focalpoint/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/teleporter, // Try not to set yourself on fire
/obj/item/rig_module/device/rcd,
/obj/item/rig_module/grenade_launcher/metalfoam
)
/obj/item/clothing/head/helmet/space/rig/focalpoint
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/suit/space/rig/focalpoint
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/shoes/magboots/rig/focalpoint
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "techno_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/gloves/gauntlets/rig/focalpoint
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "techno_rig"
siemens_coefficient = 0
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
// 'Ironhammer' hardsuit
/obj/item/rig/hephaestus
name = "\improper Hephaestus hardsuit control module"
desc = "A high-end hardsuit produced by Hephaestus Industries, focused on destroying the competition. Literally."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "ihs_rig"
suit_type = "\improper Hephaestus hardsuit"
cell_type = /obj/item/cell/super
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_SECURITY, POCKET_ENGINEERING, POCKET_BAYSUIT, /obj/item/storage/firstaid, /obj/item/roller)
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 50, "bomb" = 60, "bio" = 100, "rad" = 20)
chest_type = /obj/item/clothing/suit/space/rig/hephaestus
helm_type = /obj/item/clothing/head/helmet/space/rig/hephaestus
boot_type = /obj/item/clothing/shoes/magboots/rig/hephaestus
glove_type = /obj/item/clothing/gloves/gauntlets/rig/hephaestus
/obj/item/rig/hephaestus/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/grenade_launcher,
/obj/item/rig_module/mounted/egun,
/obj/item/rig_module/mounted/energy_blade
)
/obj/item/clothing/head/helmet/space/rig/hephaestus
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/suit/space/rig/hephaestus
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/shoes/magboots/rig/hephaestus
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
/obj/item/clothing/gloves/gauntlets/rig/hephaestus
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "ihs_rig"
// No animal people sprites for these yet, sad times
species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
sprite_sheets = null
// 'Zero' rig
/obj/item/rig/zero
name = "null hardsuit control module"
desc = "A very lightweight suit designed to allow use inside mechs and starfighters. It feels like you're wearing nothing at all."
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "null_rig"
suit_type = "null hardsuit"
cell_type = /obj/item/cell/high
chest_type = /obj/item/clothing/suit/space/rig/zero
helm_type = /obj/item/clothing/head/helmet/space/rig/zero
boot_type = null
glove_type = null
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_BAYSUIT)
slowdown = 0
offline_slowdown = 1
offline_vision_restriction = 2
armor = list("melee" = 20, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 35, "bio" = 100, "rad" = 20)
/obj/item/rig/zero/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets
)
/obj/item/clothing/head/helmet/space/rig/zero
desc = "A bubble helmet that maximizes the field of view. A state of the art holographic display provides a stream of information."
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "null_rig"
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
slowdown = 0
/obj/item/clothing/suit/space/rig/zero
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "null_rig"
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
body_parts_covered = CHEST|LEGS|FEET|ARMS|HANDS // like a voidsuit
slowdown = 0
// Medical rig from bay
// CHOMPEdit: Commonwealth -> Solgov.
/obj/item/rig/baymed
name = "\improper Solgov medical hardsuit control module"
desc = "A lightweight first responder hardsuit from Solgov. Not suitable for combat use, but advanced myomer fibers can push the user to incredible speeds."
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "medical_rig_bay"
item_state = null
suit_type = "medical hardsuit"
cell_type = /obj/item/cell/high
chest_type = /obj/item/clothing/suit/space/rig/baymed
helm_type = /obj/item/clothing/head/helmet/space/rig/baymed
boot_type = /obj/item/clothing/shoes/magboots/rig/baymed
glove_type = /obj/item/clothing/gloves/gauntlets/rig/baymed
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MEDICAL, POCKET_BAYSUIT, /obj/item/roller)
// speedy paper
slowdown = -0.5
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 25, "bio" = 100, "rad" = 20)
/obj/item/rig/baymed/equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/sprinter,
/obj/item/rig_module/pat_module,
/obj/item/rig_module/rescue_pharm
)
/obj/item/clothing/head/helmet/space/rig/baymed
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
/obj/item/clothing/suit/space/rig/baymed
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/baymed
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/baymed
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "medical_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
// Engineering/'Industrial' rig from bay
// CHOMPEdit: Commonwealth -> Solgov.
/obj/item/rig/bayeng
name = "\improper Solgov engineering hardsuit control module"
desc = "An advanced construction hardsuit from Solgov. Built like a tank. Don't expect to be taking any tight corners while running."
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "engineering_rig_bay"
item_state = null
suit_type = "engineering hardsuit"
cell_type = /obj/item/cell/super
chest_type = /obj/item/clothing/suit/space/rig/bayeng
helm_type = /obj/item/clothing/head/helmet/space/rig/bayeng
boot_type = /obj/item/clothing/shoes/magboots/rig/bayeng
glove_type = /obj/item/clothing/gloves/gauntlets/rig/bayeng
allowed = list(POCKET_GENERIC, POCKET_EMERGENCY, POCKET_SUIT_REGULATORS, POCKET_ALL_TANKS, POCKET_MINING, POCKET_CE, POCKET_BAYSUIT)
slowdown = 0
offline_slowdown = 5 // very bulky
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 50)
/obj/item/rig/bayeng//equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/device/rcd,
/obj/item/rig_module/grenade_launcher/metalfoam,
/obj/item/rig_module/vision/meson,
/obj/item/rig_module/ai_container
)
/obj/item/clothing/head/helmet/space/rig/bayeng
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
/obj/item/clothing/suit/space/rig/bayeng
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/bayeng
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/bayeng
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "engineering_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
siemens_coefficient = 0 // insulated
// Pathfinder rig from bay - event/reward stuff here
// CHOMPEdit: Commonwealth -> Solgov.
/obj/item/rig/pathfinder
name = "\improper Solgov pathfinder hardsuit control module"
desc = "A Solgov pathfinder hardsuit is hard to come by... how'd this end up on the frontier?"
interface_intro = "Commonwealth"
icon = 'icons/obj/rig_modules_vr.dmi' // the item
default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
icon_state = "pathfinder_rig_bay"
item_state = null
suit_type = "pathfinder hardsuit"
cell_type = /obj/item/cell/super
chest_type = /obj/item/clothing/suit/space/rig/pathfinder
helm_type = /obj/item/clothing/head/helmet/space/rig/pathfinder
boot_type = /obj/item/clothing/shoes/magboots/rig/pathfinder
glove_type = /obj/item/clothing/gloves/gauntlets/rig/pathfinder
slowdown = 0.5
offline_slowdown = 4 // bulky
offline_vision_restriction = 2 // doesn't even have a way to see out without power
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 100, rad = 50)
/obj/item/rig/pathfinder//equipped
initial_modules = list(
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/teleporter,
/obj/item/rig_module/stealth_field,
/obj/item/rig_module/mounted/energy_blade
)
/obj/item/clothing/head/helmet/space/rig/pathfinder
icon = 'icons/inventory/head/item_vr.dmi'
default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
/obj/item/clothing/suit/space/rig/pathfinder
icon = 'icons/inventory/suit/item_vr.dmi'
default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
/obj/item/clothing/shoes/magboots/rig/pathfinder
icon = 'icons/inventory/feet/item_vr.dmi'
default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null
/obj/item/clothing/gloves/gauntlets/rig/pathfinder
icon = 'icons/inventory/hands/item_vr.dmi'
default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
icon_state = "pathfinder_rig_bay"
item_state = null
sprite_sheets = null
sprite_sheets_obj = null

View File

@@ -270,7 +270,7 @@
item_state = "c-gauntlets" item_state = "c-gauntlets"
attack_verb = list("bashed", "kicked", "punched", "struck", "axe kicked", "uppercut", "cross-punched", "jabbed", "hammerfisted", "roundhouse kicked") attack_verb = list("bashed", "kicked", "punched", "struck", "axe kicked", "uppercut", "cross-punched", "jabbed", "hammerfisted", "roundhouse kicked")
integ_light_icon = FALSE integ_light_icon = FALSE
w_class = ITEMSIZE_HUGE w_class = ITEMSIZE_NORMAL
can_cleave = FALSE can_cleave = FALSE
requires_wield = TRUE requires_wield = TRUE
force = 28 force = 28

View File

@@ -6,7 +6,7 @@
/obj/machinery/mineral/processing_unit_console /obj/machinery/mineral/processing_unit_console
name = "production machine console" name = "production machine console"
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console" icon_state = "console"
layer = ABOVE_WINDOW_LAYER layer = ABOVE_WINDOW_LAYER
density = TRUE density = TRUE
@@ -150,7 +150,7 @@
/obj/machinery/mineral/processing_unit /obj/machinery/mineral/processing_unit
name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron... name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron...
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "furnace" icon_state = "furnace"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE

View File

@@ -2,7 +2,7 @@
/obj/machinery/mineral/stacking_unit_console /obj/machinery/mineral/stacking_unit_console
name = "stacking machine console" name = "stacking machine console"
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "console" icon_state = "console"
layer = ABOVE_WINDOW_LAYER layer = ABOVE_WINDOW_LAYER
density = TRUE density = TRUE
@@ -70,7 +70,7 @@
/obj/machinery/mineral/stacking_machine /obj/machinery/mineral/stacking_machine
name = "stacking machine" name = "stacking machine"
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "stacker" icon_state = "stacker"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE

View File

@@ -3,14 +3,13 @@
/obj/machinery/mineral/unloading_machine /obj/machinery/mineral/unloading_machine
name = "unloading machine" name = "unloading machine"
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "unloader" icon_state = "unloader"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
var/obj/machinery/mineral/input = null var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/Initialize(mapload) /obj/machinery/mineral/unloading_machine/Initialize(mapload)
. = ..() . = ..()
for(var/dir in GLOB.cardinal) for(var/dir in GLOB.cardinal)

View File

@@ -15,7 +15,7 @@
var/icon_vend = "minevend-vend" var/icon_vend = "minevend-vend"
circuit = /obj/item/circuitboard/mining_equipment_vendor circuit = /obj/item/circuitboard/mining_equipment_vendor
var/obj/item/card/id/inserted_id var/obj/item/card/id/inserted_id
var/list/prize_list // Initialized just below! (if you're wondering why - check CONTRIBUTING.md, look for: "hidden" init proc) var/list/prize_list //Generated during Initialize
var/dirty_items = FALSE // Used to refresh the static/redundant data in case the machine gets VV'd var/dirty_items = FALSE // Used to refresh the static/redundant data in case the machine gets VV'd
/datum/data/mining_equipment /datum/data/mining_equipment
@@ -30,32 +30,35 @@
/obj/machinery/mineral/equipment_vendor/Initialize(mapload) /obj/machinery/mineral/equipment_vendor/Initialize(mapload)
. = ..() . = ..()
//VOREStation Edit Start - Heavily modified list
prize_list = list() prize_list = list()
prize_list["Gear"] = list( prize_list["Gear"] = list(
// TODO EQUIPMENT("Advanced Scanner", /obj/item/t_scanner/adv_mining_scanner, 800), EQUIPMENT("Brown Webbing", /obj/item/clothing/accessory/storage/brown_vest, 500),
// TODO EQUIPMENT("Explorer's Webbing", /obj/item/storage/belt/mining, 500),
EQUIPMENT("Defense Equipment - Plasteel Machete", /obj/item/material/knife/machete, 500), EQUIPMENT("Defense Equipment - Plasteel Machete", /obj/item/material/knife/machete, 500),
EQUIPMENT("Defense Equipment - Razor Drone Deployer", /obj/item/grenade/spawnergrenade/manhacks/station/locked, 1000), EQUIPMENT("Defense Equipment - Razor Drone Deployer", /obj/item/grenade/spawnergrenade/manhacks/station/locked, 1000),
EQUIPMENT("Defense Equipment - Sentry Drone Deployer", /obj/item/grenade/spawnergrenade/ward, 1500), EQUIPMENT("Defense Equipment - Sentry Drone Deployer", /obj/item/grenade/spawnergrenade/ward, 1500),
EQUIPMENT("Defense Equipment - Smoke Bomb", /obj/item/grenade/smokebomb, 100), EQUIPMENT("Defense Equipment - Smoke Bomb", /obj/item/grenade/smokebomb, 100),
EQUIPMENT("Defense Equipment - Phase Pistol", /obj/item/gun/energy/locked/phasegun/pistol, 1500), //CHOMPEDIT
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Dagger", /obj/item/kinetic_crusher/machete/dagger, 500), EQUIPMENT("Hybrid Equipment - Proto-Kinetic Dagger", /obj/item/kinetic_crusher/machete/dagger, 500),
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Machete", /obj/item/kinetic_crusher/machete, 1000), EQUIPMENT("Hybrid Equipment - Proto-Kinetic Machete", /obj/item/kinetic_crusher/machete, 1000),
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Gauntlets", /obj/item/kinetic_crusher/machete/gauntlets, 1000), //eh this is two-handed so whatever, same price for slight dmg increase! EQUIPMENT("Hybrid Equipment - Proto-Kinetic Gauntlets", /obj/item/kinetic_crusher/machete/gauntlets, 1000), //eh this is two-handed so whatever, same price for slight dmg increase!
EQUIPMENT("Machete Holster", /obj/item/clothing/accessory/holster/machete, 350), EQUIPMENT("Machete Holster", /obj/item/clothing/accessory/holster/machete, 350),
EQUIPMENT("Durasteel Fishing Rod", /obj/item/material/fishing_rod/modern/strong, 7500), EQUIPMENT("Defense Equipment - PSG-B (Melee)", /obj/item/personal_shield_generator/belt/melee/loaded, 5000),
EQUIPMENT("Defense Equipment - PSG-M (General)", /obj/item/personal_shield_generator/belt/mining/loaded, 1000),
EQUIPMENT("PSG-M Upgrade Disk", /obj/item/borg/upgrade/shield_upgrade, 50),
EQUIPMENT("Durasteel Fishing Rod", /obj/item/material/fishing_rod/modern/strong, 5000),
EQUIPMENT("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 1000), EQUIPMENT("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 1000),
EQUIPMENT("Fishing Net", /obj/item/material/fishing_net, 500), EQUIPMENT("Fishing Net", /obj/item/material/fishing_net, 500),
EQUIPMENT("Fulton Beacon", /obj/item/fulton_core, 500), EQUIPMENT("Fulton Beacon", /obj/item/fulton_core, 500),
EQUIPMENT("Geiger Counter", /obj/item/geiger, 750), EQUIPMENT("Geiger Counter", /obj/item/geiger, 750),
EQUIPMENT("GPS Device", /obj/item/gps/mining, 100), EQUIPMENT("GPS Device", /obj/item/gps/mining, 100),
// EQUIPMENT("Mining Conscription Kit", /obj/item/storage/backpack/duffelbag/mining_conscript, 1000),
EQUIPMENT("Jump Boots", /obj/item/clothing/shoes/bhop, 2500), EQUIPMENT("Jump Boots", /obj/item/clothing/shoes/bhop, 2500),
EQUIPMENT("Mini-Translocator", /obj/item/perfect_tele/one_beacon, 1200), EQUIPMENT("Mini-Translocator", /obj/item/perfect_tele/one_beacon, 1200),
EQUIPMENT("Survival Equipment - Insulated Poncho", /obj/random/thermalponcho, 750), EQUIPMENT("Survival Equipment - Insulated Poncho", /obj/random/thermalponcho, 750),
EQUIPMENT("Mining Satchel of Holding", /obj/item/storage/bag/ore/holding, 1500), EQUIPMENT("Mining Satchel of Holding", /obj/item/storage/bag/ore/holding, 1500),
EQUIPMENT("Industrial Equipment - Sheet-Snatcher", /obj/item/storage/bag/sheetsnatcher, 500),
EQUIPMENT("Sheet Snatcher of Holding", /obj/item/storage/bag/sheetsnatcher/holding, 1000), EQUIPMENT("Sheet Snatcher of Holding", /obj/item/storage/bag/sheetsnatcher/holding, 1000),
EQUIPMENT("Advanced Ore Scanner", /obj/item/mining_scanner/advanced, 500), EQUIPMENT("Advanced Ore Scanner", /obj/item/mining_scanner/advanced, 500),
EQUIPMENT("Exotic Sample Container", /obj/item/storage/sample_container, 100),
) )
prize_list["Consumables"] = list( prize_list["Consumables"] = list(
EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1), EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1),
@@ -96,19 +99,23 @@
EQUIPMENT("Archeology Equipment - Chisels", /obj/item/storage/excavation, 500), EQUIPMENT("Archeology Equipment - Chisels", /obj/item/storage/excavation, 500),
EQUIPMENT("Archeology Equipment - Scanner", /obj/item/depth_scanner, 1000), // They can get a basic scanner for archeology, but not the anomaly scanner. Keeps job stealing at a minimum while also allowing miners to excavate any cool rocks they come across. EQUIPMENT("Archeology Equipment - Scanner", /obj/item/depth_scanner, 1000), // They can get a basic scanner for archeology, but not the anomaly scanner. Keeps job stealing at a minimum while also allowing miners to excavate any cool rocks they come across.
EQUIPMENT("Fine Excavation Kit - Measuring Tape", /obj/item/measuring_tape, 125), EQUIPMENT("Fine Excavation Kit - Measuring Tape", /obj/item/measuring_tape, 125),
EQUIPMENT("Explosive Excavation Kit - Plastic Charge",/obj/item/plastique/seismic/locked, 1500), EQUIPMENT("Explosive Excavation Kit - Plastic Charge", /obj/item/plastique/seismic/locked, 1500),
EQUIPMENT("Industrial Equipment - Phoron Bore", /obj/item/gun/magnetic/matfed/phoronbore/loaded, 3000), EQUIPMENT("Industrial Equipment - Phoron Bore", /obj/item/gun/magnetic/matfed/phoronbore/loaded, 3000),
EQUIPMENT("Industrial Equipment - Inducer", /obj/item/inducer, 3500), EQUIPMENT("Industrial Equipment - Inducer", /obj/item/inducer, 3500),
EQUIPMENT("Industrial Equipment - Sheet-Snatcher", /obj/item/storage/bag/sheetsnatcher, 500),
) )
prize_list["Hardsuit"] = list( prize_list["Hardsuit"] = list(
EQUIPMENT("Hardsuit - Control Module", /obj/item/rig/industrial/vendor, 2000), EQUIPMENT("Hardsuit - Cheap Control Module", /obj/item/rig/industrial/vendor, 2000),
EQUIPMENT("Hardsuit - Drill", /obj/item/rig_module/device/drill, 5000), EQUIPMENT("Hardsuit - Premium Control Module", /obj/item/rig/industrial, 5000),
EQUIPMENT("Hardsuit - Drill", /obj/item/rig_module/device/drill, 2500),
EQUIPMENT("Hardsuit - Intelligence Storage", /obj/item/rig_module/ai_container, 2500), EQUIPMENT("Hardsuit - Intelligence Storage", /obj/item/rig_module/ai_container, 2500),
EQUIPMENT("Hardsuit - Maneuvering Jets", /obj/item/rig_module/maneuvering_jets, 1250), EQUIPMENT("Hardsuit - Maneuvering Jets", /obj/item/rig_module/maneuvering_jets, 1250),
EQUIPMENT("Hardsuit - Material Scanner", /obj/item/rig_module/vision/material, 500), EQUIPMENT("Hardsuit - Material Scanner", /obj/item/rig_module/vision/material, 1000),
EQUIPMENT("Hardsuit - Advanced Optics", /obj/item/rig_module/vision/mining, 2000),
EQUIPMENT("Hardsuit - Ore Scanner", /obj/item/rig_module/device/orescanner, 1000), EQUIPMENT("Hardsuit - Ore Scanner", /obj/item/rig_module/device/orescanner, 1000),
EQUIPMENT("Hardsuit - Plasma Cutter", /obj/item/rig_module/device/plasmacutter, 800), EQUIPMENT("Hardsuit - Plasma Cutter", /obj/item/rig_module/device/plasmacutter, 800),
EQUIPMENT("Hardsuit - Anomaly Scanner", /obj/item/rig_module/device/anomaly_scanner, 2500),
EQUIPMENT("Hardsuit - Anomaly Drill", /obj/item/rig_module/device/arch_drill, 2500),
EQUIPMENT("Hardsuit - Radiation Shield", /obj/item/rig_module/rad_shield, 2000),
EQUIPMENT("Hardsuit - Smoke Bomb Deployer", /obj/item/rig_module/grenade_launcher/smoke, 2000), EQUIPMENT("Hardsuit - Smoke Bomb Deployer", /obj/item/rig_module/grenade_launcher/smoke, 2000),
EQUIPMENT("Hardsuit - Proto-Kinetic Gauntlets", /obj/item/rig_module/gauntlets, 2000), EQUIPMENT("Hardsuit - Proto-Kinetic Gauntlets", /obj/item/rig_module/gauntlets, 2000),
) )
@@ -126,13 +133,8 @@
EQUIPMENT("Thalers - 1000", /obj/item/spacecash/c1000, 10000), EQUIPMENT("Thalers - 1000", /obj/item/spacecash/c1000, 10000),
EQUIPMENT("Umbrella", /obj/item/melee/umbrella/random, 200), EQUIPMENT("Umbrella", /obj/item/melee/umbrella/random, 200),
EQUIPMENT(REAGENT_WHISKEY, /obj/item/reagent_containers/food/drinks/bottle/whiskey, 125), EQUIPMENT(REAGENT_WHISKEY, /obj/item/reagent_containers/food/drinks/bottle/whiskey, 125),
EQUIPMENT("Mining PSG Upgrade Disk", /obj/item/borg/upgrade/shield_upgrade, 2500),
//CHOMPedit Start
EQUIPMENT("Mining PSG", /obj/item/personal_shield_generator/belt/mining/loaded, 2000),
//CHOMPedit End
) )
prize_list["Extra"] = list() // Used in child vendors prize_list["Extra"] = list() // Used in child vendors
//VOREStation Edit End
/obj/machinery/mineral/equipment_vendor/power_change() /obj/machinery/mineral/equipment_vendor/power_change()
var/old_stat = stat var/old_stat = stat

View File

@@ -1,66 +1,38 @@
/obj/machinery/mineral/equipment_vendor/survey /obj/machinery/mineral/equipment_vendor/survey
name = "exploration equipment vendor" name = "exploration equipment vendor"
desc = "An equipment vendor for explorers, points collected with a survey scanner can be spent here." desc = "An equipment vendor for explorers, points collected with a survey scanner can be spent here."
icon = 'icons/obj/machines/mining_machines_vr.dmi' //VOREStation Edit icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "exploration" //VOREStation Edit icon_state = "exploration"
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
circuit = /obj/item/circuitboard/exploration_equipment_vendor circuit = /obj/item/circuitboard/exploration_equipment_vendor
icon_deny = "exploration-deny" //VOREStation Edit icon_deny = "exploration-deny"
icon_vend = "exploration-vend" //VOREStation Add icon_vend = "exploration-vend"
prize_list = list(
new /datum/data/mining_equipment("1 Marker Beacon", /obj/item/stack/marker_beacon, 1),
new /datum/data/mining_equipment("10 Marker Beacons", /obj/item/stack/marker_beacon/ten, 10),
new /datum/data/mining_equipment("30 Marker Beacons", /obj/item/stack/marker_beacon/thirty, 30),
new /datum/data/mining_equipment(REAGENT_WHISKEY, /obj/item/reagent_containers/food/drinks/bottle/whiskey, 120),
new /datum/data/mining_equipment(REAGENT_ABSINTHE, /obj/item/reagent_containers/food/drinks/bottle/absinthe, 120),
new /datum/data/mining_equipment("Cigar", /obj/item/clothing/mask/smokable/cigarette/cigar/havana, 15),
new /datum/data/mining_equipment("Soap", /obj/item/soap/nanotrasen, 20),
new /datum/data/mining_equipment("Laser Pointer", /obj/item/laser_pointer, 90),
new /datum/data/mining_equipment("Geiger Counter", /obj/item/geiger, 75),
new /datum/data/mining_equipment("Plush Toy", /obj/random/plushie, 30),
new /datum/data/mining_equipment("Umbrella", /obj/item/melee/umbrella/random, 10),
new /datum/data/mining_equipment("Extraction Equipment - Fulton Beacon", /obj/item/fulton_core, 100),
new /datum/data/mining_equipment("Extraction Equipment - Fulton Pack", /obj/item/extraction_pack, 50),
new /datum/data/mining_equipment("Point Transfer Card", /obj/item/card/mining_point_card/survey, 50),
new /datum/data/mining_equipment("Fishing Net", /obj/item/material/fishing_net, 50),
new /datum/data/mining_equipment("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 50),
new /datum/data/mining_equipment("Direct Payment - 1000", /obj/item/spacecash/c1000, 500),
new /datum/data/mining_equipment("Industrial Equipment - Phoron Bore", /obj/item/gun/magnetic/matfed/phoronbore/loaded, 500),
new /datum/data/mining_equipment("Survey Tools - Mapping Unit", /obj/item/mapping_unit, 150),
new /datum/data/mining_equipment("Survey Tools - Mapping Beacon",/obj/item/holomap_beacon, 25),
new /datum/data/mining_equipment("Survey Tools - Shovel", /obj/item/shovel, 20),
new /datum/data/mining_equipment("Survey Tools - Mechanical Trap", /obj/item/beartrap, 30),
new /datum/data/mining_equipment("Digital Tablet - Standard", /obj/item/modular_computer/tablet/preset/custom_loadout/standard, 100),
new /datum/data/mining_equipment("Digital Tablet - Advanced", /obj/item/modular_computer/tablet/preset/custom_loadout/advanced, 300),
new /datum/data/mining_equipment("Injector (L) - Glucose",/obj/item/reagent_containers/hypospray/autoinjector/biginjector/glucose, 30),
new /datum/data/mining_equipment("Injector (L) - Panacea",/obj/item/reagent_containers/hypospray/autoinjector/biginjector/purity, 30),
new /datum/data/mining_equipment("Injector (L) - Trauma",/obj/item/reagent_containers/hypospray/autoinjector/biginjector/brute, 50),
new /datum/data/mining_equipment("Nanopaste Tube", /obj/item/stack/nanopaste, 50),
new /datum/data/mining_equipment("Defense Equipment - Phase Pistol",/obj/item/gun/energy/locked/phasegun/pistol, 15), //CHOMPedit
new /datum/data/mining_equipment("Defense Equipment - Smoke Bomb",/obj/item/grenade/smokebomb, 50),
new /datum/data/mining_equipment("Defense Equipment - Razor Drone Deployer",/obj/item/grenade/spawnergrenade/manhacks/station, 50),
new /datum/data/mining_equipment("Defense Equipment - Sentry Drone Deployer",/obj/item/grenade/spawnergrenade/ward, 100),
new /datum/data/mining_equipment("Defense Equipment - Steel Machete", /obj/item/material/knife/machete, 50),
new /datum/data/mining_equipment("Survival Equipment - Insulated Poncho", /obj/random/thermalponcho, 75)
)
/obj/machinery/mineral/equipment_vendor/survey/Initialize(mapload) /obj/machinery/mineral/equipment_vendor/survey/Initialize(mapload)
. = ..() . = ..()
//VOREStation Edit Start - Heavily modified list
prize_list = list() prize_list = list()
prize_list["Gear"] = list( prize_list["Gear"] = list(
EQUIPMENT("Brown Webbing", /obj/item/clothing/accessory/storage/brown_vest, 500),
EQUIPMENT("Defense Equipment - Smoke Bomb", /obj/item/grenade/smokebomb, 10), EQUIPMENT("Defense Equipment - Smoke Bomb", /obj/item/grenade/smokebomb, 10),
EQUIPMENT("Defense Equipment - Plasteel Machete", /obj/item/material/knife/machete, 50),
EQUIPMENT("Defense Equipment - Razor Drone Deployer", /obj/item/grenade/spawnergrenade/manhacks/station/locked, 100), EQUIPMENT("Defense Equipment - Razor Drone Deployer", /obj/item/grenade/spawnergrenade/manhacks/station/locked, 100),
EQUIPMENT("Defense Equipment - Sentry Drone Deployer", /obj/item/grenade/spawnergrenade/ward, 150), EQUIPMENT("Defense Equipment - Sentry Drone Deployer", /obj/item/grenade/spawnergrenade/ward, 150),
EQUIPMENT("Defense Equipment - Phase Pistol", /obj/item/gun/energy/locked/phasegun/pistol, 100), //CHOMPEDIT
EQUIPMENT("Defense Equipment - Marksman Frontier Phaser", /obj/item/gun/energy/locked/frontier/rifle, 800), //CHOMPADD EQUIPMENT("Defense Equipment - Marksman Frontier Phaser", /obj/item/gun/energy/locked/frontier/rifle, 800), //CHOMPADD
EQUIPMENT("Defense Equipment - Frontier Shotgun", /obj/item/gun/energy/locked/frontier/shotgun, 800), //CHOMPADD EQUIPMENT("Defense Equipment - Frontier Shotgun", /obj/item/gun/energy/locked/frontier/shotgun, 800), //CHOMPADD
EQUIPMENT("Defense Equipment - Frontier Carbine", /obj/item/gun/energy/locked/frontier/carbine, 800), //CHOMPEDIT EQUIPMENT("Defense Equipment - Frontier Carbine", /obj/item/gun/energy/locked/frontier/carbine, 800), //CHOMPEDIT
EQUIPMENT("Defense Equipment - Frontier Phaser", /obj/item/gun/energy/locked/frontier, 600), //CHOMPADD EQUIPMENT("Defense Equipment - Frontier Phaser", /obj/item/gun/energy/locked/frontier, 600), //CHOMPADD
EQUIPMENT("Defense Equipment - Holdout Frontier Phaser", /obj/item/gun/energy/locked/frontier/holdout, 300), //CHOMPADD EQUIPMENT("Defense Equipment - Holdout Frontier Phaser", /obj/item/gun/energy/locked/frontier/holdout, 300), //CHOMPADD
EQUIPMENT("Defense Equipment - Phase Carbine", /obj/item/gun/energy/locked/phasegun, 200), //CHOMPEDIT
EQUIPMENT("Defense Equipment - Phase Rifle", /obj/item/gun/energy/locked/phasegun/rifle, 350), //CHOMPEDIT
EQUIPMENT("Defense Equipment - Plasteel Machete", /obj/item/material/knife/machete, 50),
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Machete", /obj/item/kinetic_crusher/machete, 100),
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Dagger", /obj/item/kinetic_crusher/machete/dagger, 75), EQUIPMENT("Hybrid Equipment - Proto-Kinetic Dagger", /obj/item/kinetic_crusher/machete/dagger, 75),
EQUIPMENT("Hybrid Equipment - Proto-Kinetic Machete", /obj/item/kinetic_crusher/machete, 250), EQUIPMENT("Hybrid Equipment - Proto-Kinetic Gauntlets", /obj/item/kinetic_crusher/machete/gauntlets, 150),
EQUIPMENT("Machete Holster", /obj/item/clothing/accessory/holster/machete, 10),
EQUIPMENT("Defense Equipment - PSG-B (Melee)", /obj/item/personal_shield_generator/belt/melee/loaded, 500),
EQUIPMENT("Defense Equipment - PSG-M (General)", /obj/item/personal_shield_generator/belt/mining/loaded, 100),
EQUIPMENT("PSG-M Upgrade Disk", /obj/item/borg/upgrade/shield_upgrade, 50),
EQUIPMENT("Fishing Net", /obj/item/material/fishing_net, 50), EQUIPMENT("Fishing Net", /obj/item/material/fishing_net, 50),
EQUIPMENT("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 100), EQUIPMENT("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 100),
EQUIPMENT("Durasteel Fishing Rod", /obj/item/material/fishing_rod/modern/strong, 750), EQUIPMENT("Durasteel Fishing Rod", /obj/item/material/fishing_rod/modern/strong, 750),
@@ -85,6 +57,7 @@
EQUIPMENT("Survival Equipment - Storage Pouch", /obj/item/clothing/accessory/storage/pouches/green, 10), //CHOMPADD EQUIPMENT("Survival Equipment - Storage Pouch", /obj/item/clothing/accessory/storage/pouches/green, 10), //CHOMPADD
EQUIPMENT("Survival Equipment - Large Storage Pouch", /obj/item/clothing/accessory/storage/pouches/large/green, 25), //CHOMPADD EQUIPMENT("Survival Equipment - Large Storage Pouch", /obj/item/clothing/accessory/storage/pouches/large/green, 25), //CHOMPADD
EQUIPMENT("Survival Equipment - Pathfinder Belt", /obj/item/storage/belt/explorer/pathfinder, 200), //CHOMPADD EQUIPMENT("Survival Equipment - Pathfinder Belt", /obj/item/storage/belt/explorer/pathfinder, 200), //CHOMPADD
EQUIPMENT("Exotic Sample Container", /obj/item/storage/sample_container, 100),
) )
prize_list["Consumables"] = list( prize_list["Consumables"] = list(
EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1), EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1),
@@ -105,7 +78,11 @@
prize_list["Digging Tools"] = list( prize_list["Digging Tools"] = list(
EQUIPMENT("Survey Tools - Shovel", /obj/item/shovel, 40), EQUIPMENT("Survey Tools - Shovel", /obj/item/shovel, 40),
EQUIPMENT("Survey Tools - Mechanical Trap", /obj/item/beartrap, 50), EQUIPMENT("Survey Tools - Mechanical Trap", /obj/item/beartrap, 50),
EQUIPMENT("Survey Tools - Binoculars", /obj/item/binoculars,40), EQUIPMENT("Survey Tools - Binoculars", /obj/item/binoculars, 40),
EQUIPMENT("Archeology Equipment - Chisels", /obj/item/storage/excavation, 50),
EQUIPMENT("Archeology Equipment - Scanner", /obj/item/depth_scanner, 50),
EQUIPMENT("Fine Excavation Kit - Measuring Tape", /obj/item/measuring_tape, 10),
) )
prize_list["Miscellaneous"] = list( prize_list["Miscellaneous"] = list(
EQUIPMENT(REAGENT_ABSINTHE, /obj/item/reagent_containers/food/drinks/bottle/absinthe, 10), EQUIPMENT(REAGENT_ABSINTHE, /obj/item/reagent_containers/food/drinks/bottle/absinthe, 10),
@@ -121,15 +98,13 @@
EQUIPMENT("Plush Toy", /obj/random/plushie, 30), EQUIPMENT("Plush Toy", /obj/random/plushie, 30),
EQUIPMENT("Soap", /obj/item/soap/nanotrasen, 20), EQUIPMENT("Soap", /obj/item/soap/nanotrasen, 20),
EQUIPMENT("Thalers - 100", /obj/item/spacecash/c100, 100), EQUIPMENT("Thalers - 100", /obj/item/spacecash/c100, 100),
EQUIPMENT("Thalers - 1000", /obj/item/spacecash/c1000, 1000),
EQUIPMENT("Umbrella", /obj/item/melee/umbrella/random, 20), EQUIPMENT("Umbrella", /obj/item/melee/umbrella/random, 20),
EQUIPMENT("UAV - Recon Skimmer", /obj/item/uav, 40), EQUIPMENT("UAV - Recon Skimmer", /obj/item/uav, 40),
//CHOMPedit Start EQUIPMENT("Mining-Grade PSG", /obj/item/personal_shield_generator/belt/mining/loaded, 100), //CHOMPADD
EQUIPMENT("Mining-Grade PSG", /obj/item/personal_shield_generator/belt/mining/loaded, 100), EQUIPMENT("Security-Grade PSG", /obj/item/personal_shield_generator/belt/security/loaded, 200), //CHOMPADD
EQUIPMENT("Security-Grade PSG", /obj/item/personal_shield_generator/belt/security/loaded, 200), EQUIPMENT("PSG Variant-P", /obj/item/personal_shield_generator/belt/parry, 250), //CHOMPADD
EQUIPMENT("PSG Variant-P", /obj/item/personal_shield_generator/belt/parry, 250),
//CHOMPedit End
) )
//VOREStation Edit End
/obj/machinery/mineral/equipment_vendor/survey/get_points(obj/item/card/id/target) /obj/machinery/mineral/equipment_vendor/survey/get_points(obj/item/card/id/target)
if(!istype(target)) if(!istype(target))

View File

@@ -1,10 +1,8 @@
// Hit by a projectile. // Hit by a projectile.
/mob/living/simple_mob/bullet_act(var/obj/item/projectile/P) /mob/living/simple_mob/bullet_act(var/obj/item/projectile/P)
//Projectiles with bonus SA damage //Projectiles with bonus SA damage
if(!P.nodamage) if(!P.nodamage && P.mob_bonus_damage && !mind) //If the projectile is NOT a nodamage projectile, we HAVE A BONUS damage, AND the mob is not player controlled (it has no mind), we do bonus damage
// if(!P.SA_vulnerability || P.SA_vulnerability == intelligence_level) P.damage += P.mob_bonus_damage
if(P.SA_vulnerability & mob_class)
P.damage += P.SA_bonus_damage
. = ..() . = ..()

View File

@@ -103,8 +103,7 @@
var/damage = 10 var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID, SEARING are the only things that should be in here var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE, HALLOSS, ELECTROCUTE, BIOACID, SEARING are the only things that should be in here
var/SA_bonus_damage = 0 // Some bullets inflict extra damage on simple animals. var/mob_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
var/SA_vulnerability = null // What kind of simple animal the above bonus damage should be applied to. Set to null to apply to all SAs.
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
@@ -667,7 +666,7 @@
/obj/item/projectile/proc/get_structure_damage() /obj/item/projectile/proc/get_structure_damage()
if(damage_type == BRUTE || damage_type == BURN) if(damage_type == BRUTE || damage_type == BURN)
return damage + SA_bonus_damage //CHOMP Edit: Added SA_bonus_damage to the returned value so that phaser can do damage against shields. return damage + mob_bonus_damage //CHOMP Edit: Added mob_bonus_damage to the returned value so that phaser can do damage against shields.
return 0 return 0
//return 1 if the projectile should be allowed to pass through after all, 0 if not. //return 1 if the projectile should be allowed to pass through after all, 0 if not.

View File

@@ -1,7 +1,6 @@
/obj/item/projectile/beam/phaser //The "medium" phaser beam. /obj/item/projectile/beam/phaser //The "medium" phaser beam.
damage = 20 damage = 20
SA_bonus_damage = 20 mob_bonus_damage = 20
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
icon = 'icons/obj/projectiles_ch.dmi' icon = 'icons/obj/projectiles_ch.dmi'
icon_state = "phaser" icon_state = "phaser"
light_color = "#F18F12" light_color = "#F18F12"
@@ -13,7 +12,7 @@
/obj/item/projectile/beam/phaser/light /obj/item/projectile/beam/phaser/light
damage = 10 damage = 10
SA_bonus_damage = 10 mob_bonus_damage = 10
icon_state = "phaser_light" icon_state = "phaser_light"
light_range = 1.5 light_range = 1.5
light_power = 0.3 light_power = 0.3
@@ -24,7 +23,7 @@
/obj/item/projectile/beam/phaser/heavy /obj/item/projectile/beam/phaser/heavy
damage = 30 damage = 30
SA_bonus_damage = 30 mob_bonus_damage = 30
icon_state = "phaser_heavy" icon_state = "phaser_heavy"
light_range = 3 light_range = 3
light_power = 1 light_power = 1
@@ -35,7 +34,7 @@
/obj/item/projectile/beam/phaser/heavy/cannon /obj/item/projectile/beam/phaser/heavy/cannon
damage = 40 damage = 40
SA_bonus_damage = 40 mob_bonus_damage = 40
/obj/effect/projectile/tracer/phaser /obj/effect/projectile/tracer/phaser

View File

@@ -216,8 +216,7 @@
/obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm) /obj/item/projectile/bullet/rifle/a762/hunter // Optimized for killing simple animals and not people, because Balance(tm)
damage = 20 damage = 20
SA_bonus_damage = 50 // 70 total on animals. mob_bonus_damage = 50
SA_vulnerability = SA_ANIMAL
hud_state = "rifle_heavy" hud_state = "rifle_heavy"
/obj/item/projectile/bullet/rifle/a545 /obj/item/projectile/bullet/rifle/a545
@@ -238,8 +237,7 @@
/obj/item/projectile/bullet/rifle/a545/hunter /obj/item/projectile/bullet/rifle/a545/hunter
damage = 15 damage = 15
SA_bonus_damage = 35 // 50 total on animals. mob_bonus_damage = 35
SA_vulnerability = SA_ANIMAL
hud_state = "rifle_heavy" hud_state = "rifle_heavy"
/obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round. /obj/item/projectile/bullet/rifle/a145 // 14.5×114mm is bigger than a .50 BMG round.

View File

@@ -294,24 +294,20 @@
icon_state = "phase" icon_state = "phase"
range = 13 //Chompedit This range was still awful range = 13 //Chompedit This range was still awful
damage = 5 damage = 5
SA_bonus_damage = 45 // 50 total on animals mob_bonus_damage = 45
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
hud_state = "laser_heat" hud_state = "laser_heat"
/obj/item/projectile/energy/phase/light /obj/item/projectile/energy/phase/light
range = 11 //Chompedit This range was absolutely pathetic range = 4
SA_bonus_damage = 35 // 40 total on animals
hud_state = "laser_heat" hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy /obj/item/projectile/energy/phase/heavy
range = 16 //Chompedit This range was not great range = 8
SA_bonus_damage = 55 // 60 total on animals
hud_state = "laser_heat" hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy/cannon /obj/item/projectile/energy/phase/heavy/cannon
range = 20 //Chompedit This range was mediocre, but not worth a cannon. range = 20 //Chompedit This range was mediocre, but not worth a cannon.
damage = 15 damage = 15
SA_bonus_damage = 60 // 75 total on animals
hud_state = "laser_heat" hud_state = "laser_heat"
*/ */

View File

@@ -1,12 +1,12 @@
/obj/item/projectile/energy/phase/bolt /obj/item/projectile/energy/phase/bolt
range = 4 range = 4
SA_bonus_damage = 15 // 30 total on animals mob_bonus_damage = 15 // 30 total on animals
icon_state = "cbbolt" icon_state = "cbbolt"
hud_state = "taser" hud_state = "taser"
/obj/item/projectile/energy/phase/bolt/heavy /obj/item/projectile/energy/phase/bolt/heavy
range = 4 range = 4
SA_bonus_damage = 25 // 20 total on animals mob_bonus_damage = 25 // 20 total on animals
hud_state = "taser" hud_state = "taser"
/obj/item/projectile/energy/plasma/vepr /obj/item/projectile/energy/plasma/vepr
@@ -30,15 +30,14 @@
fire_sound = 'sound/weapons/phase_new/phasecarbine.ogg' //CHOMPedit - New sounds. fire_sound = 'sound/weapons/phase_new/phasecarbine.ogg' //CHOMPedit - New sounds.
range = 13 range = 13
damage = 5 damage = 5
SA_bonus_damage = 45 mob_bonus_damage = 45
armor_penetration = -35 armor_penetration = -35
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
hud_state = "laser_heat" hud_state = "laser_heat"
/obj/item/projectile/energy/phase/light /obj/item/projectile/energy/phase/light
fire_sound = 'sound/weapons/phase_new/phasepistol.ogg' //CHOMPedit - New sounds. fire_sound = 'sound/weapons/phase_new/phasepistol.ogg' //CHOMPedit - New sounds.
range = 11 range = 11
SA_bonus_damage = 35 mob_bonus_damage = 35
armor_penetration = -50 armor_penetration = -50
hud_state = "laser_heat" hud_state = "laser_heat"
@@ -46,7 +45,7 @@
fire_sound = 'sound/weapons/phase_new/phaserifle.ogg' //CHOMPedit - New sounds. fire_sound = 'sound/weapons/phase_new/phaserifle.ogg' //CHOMPedit - New sounds.
range = 16 //Chompedit This range was not great range = 16 //Chompedit This range was not great
damage = 10 damage = 10
SA_bonus_damage = 50 mob_bonus_damage = 50
armor_penetration = -25 armor_penetration = -25
hud_state = "laser_heat" hud_state = "laser_heat"
@@ -54,6 +53,6 @@
fire_sound = 'sound/weapons/phase_new/phasecannon.ogg' //CHOMPedit - New sounds. fire_sound = 'sound/weapons/phase_new/phasecannon.ogg' //CHOMPedit - New sounds.
range = 20 //Chompedit This range was mediocre, but not worth a cannon. range = 20 //Chompedit This range was mediocre, but not worth a cannon.
damage = 15 damage = 15
SA_bonus_damage = 60 mob_bonus_damage = 60
armor_penetration = -20 armor_penetration = -20
hud_state = "laser_heat" hud_state = "laser_heat"

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@@ -37,8 +37,7 @@
/obj/item/projectile/bullet/magnetic/flechette/hunting /obj/item/projectile/bullet/magnetic/flechette/hunting
name = "shredder slug" name = "shredder slug"
armor_penetration = 30 armor_penetration = 30
SA_bonus_damage = 40 mob_bonus_damage = 40
SA_vulnerability = SA_ANIMAL
hud_state = "alloy_spike" hud_state = "alloy_spike"
/obj/item/projectile/bullet/magnetic/heated /obj/item/projectile/bullet/magnetic/heated

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@@ -6,8 +6,7 @@
name = "shrapnel" name = "shrapnel"
fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg' fire_sound = 'sound/weapons/weaponsounds_shotgunshot.ogg'
damage = 10 damage = 10
SA_bonus_damage = 16 // Potential 156 Damage against demons at point blank. mob_bonus_damage = 16 // Potential 156 Damage against demons at point blank.
SA_vulnerability = MOB_CLASS_DEMONIC | MOB_CLASS_ABERRATION
embed_chance = -1 embed_chance = -1
pellets = 6 pellets = 6
range_step = 1 range_step = 1

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@@ -34,33 +34,3 @@
S.loc = src S.loc = src
update_icon() update_icon()
to_chat(user, span_notice("You scoop \the [S] into \the [src].")) to_chat(user, span_notice("You scoop \the [S] into \the [src]."))
//Splice research sample containers into the list of valid items for these belts *without* overriding the lists entirely
/obj/item/storage/belt/explorer/Initialize(mapload)
. = ..()
can_hold.Add(/obj/item/storage/sample_container)
/obj/item/storage/belt/miner/Initialize(mapload)
. = ..()
can_hold.Add(/obj/item/storage/sample_container)
/obj/item/storage/belt/archaeology/Initialize(mapload)
. = ..()
can_hold.Add(/obj/item/storage/sample_container)
//ditto, lockers and redemption machines
/obj/structure/closet/secure_closet/miner/Initialize(mapload)
. = ..()
starts_with += /obj/item/storage/sample_container
/obj/structure/closet/secure_closet/xenoarchaeologist/Initialize(mapload)
. = ..()
starts_with += /obj/item/storage/sample_container
/obj/machinery/mineral/equipment_vendor/Initialize(mapload)
. = ..()
prize_list["Gear"] += list(EQUIPMENT("Exotic Sample Container", /obj/item/storage/sample_container, 100))
/obj/machinery/mineral/equipment_vendor/survey/Initialize(mapload)
. = ..()
prize_list["Gear"] += list(EQUIPMENT("Survey Tools - Exotic Sample Container", /obj/item/storage/sample_container, 100))

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@@ -21,5 +21,5 @@
#define AMMO_RUBBER_AGONY_MULT 2 //Multiply a projectile's damage by this to get the agony for it's rubber counterpart #define AMMO_RUBBER_AGONY_MULT 2 //Multiply a projectile's damage by this to get the agony for it's rubber counterpart
#define AMMO_RUBBER_DAMAGE_MULT 0.25 //Rubber bullets still do some regular damage. This is the multiplier for their damage amount. #define AMMO_RUBBER_DAMAGE_MULT 0.25 //Rubber bullets still do some regular damage. This is the multiplier for their damage amount.
#define AMMO_HUNTER_SA_DAMAGE_MULT 1.2 //Multiply by original projectile damage to get SA_bonus_damage #define AMMO_HUNTER_SA_DAMAGE_MULT 1.2 //Multiply by original projectile damage to get mob_bonus_damage
#define AMMO_HUNTER_DAMAGE_MULT 0.2 //Damage multiplier for hunter rounds, SA bonus makes up for it #define AMMO_HUNTER_DAMAGE_MULT 0.2 //Damage multiplier for hunter rounds, SA bonus makes up for it

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@@ -43,7 +43,7 @@
return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher) return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
if(ammo_flags & AMMO_FLAG_HUNTER) if(ammo_flags & AMMO_FLAG_HUNTER)
var/obj/item/projectile/P = new projectile_type_real(src.loc) var/obj/item/projectile/P = new projectile_type_real(src.loc)
P.SA_bonus_damage = round(P.damage * AMMO_HUNTER_SA_DAMAGE_MULT) //In exchange for SA damage P.mob_bonus_damage = round(P.damage * AMMO_HUNTER_SA_DAMAGE_MULT) //In exchange for SA damage
P.damage = round(P.damage * AMMO_HUNTER_DAMAGE_MULT) //Severely reduced damage P.damage = round(P.damage * AMMO_HUNTER_DAMAGE_MULT) //Severely reduced damage
qdel(src) qdel(src)
return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher) return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)

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@@ -48,20 +48,20 @@
//Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage. //Damage values back to old values for combat refactor walkback, keeping simplemob bonus damage.
/obj/item/projectile/beam/phaser //The "medium" phaser beam. /obj/item/projectile/beam/phaser //The "medium" phaser beam.
//damage = 10 //damage = 10
SA_bonus_damage = 10 mob_bonus_damage = 10
/obj/item/projectile/beam/phaser/light /obj/item/projectile/beam/phaser/light
//damage = 5 //damage = 5
SA_bonus_damage = 5 mob_bonus_damage = 5
/obj/item/projectile/beam/phaser/heavy /obj/item/projectile/beam/phaser/heavy
//damage = 12 //damage = 12
SA_bonus_damage = 12 mob_bonus_damage = 12
/obj/item/projectile/beam/phaser/heavy/cannon /obj/item/projectile/beam/phaser/heavy/cannon
//damage = 15 //damage = 15
SA_bonus_damage = 15 mob_bonus_damage = 15
/obj/item/projectile/scatter/laser /obj/item/projectile/scatter/laser

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@@ -37,7 +37,7 @@
/obj/item/projectile/bullet/rifle/a545/hunter /obj/item/projectile/bullet/rifle/a545/hunter
damage = 15 damage = 15
SA_bonus_damage = 35 // 50 total on animals. mob_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL SA_vulnerability = SA_ANIMAL
hud_state = "rifle_heavy" hud_state = "rifle_heavy"
@@ -124,7 +124,7 @@
/obj/item/projectile/bullet/rifle/a762/hunter /obj/item/projectile/bullet/rifle/a762/hunter
damage = 10 damage = 10
SA_bonus_damage = 30 mob_bonus_damage = 30
/obj/item/projectile/bullet/rifle/a545 /obj/item/projectile/bullet/rifle/a545
damage = 20 damage = 20
@@ -140,7 +140,7 @@
/obj/item/projectile/bullet/rifle/a545/hunter /obj/item/projectile/bullet/rifle/a545/hunter
damage = 5 damage = 5
SA_bonus_damage = 25 mob_bonus_damage = 25
/obj/item/projectile/bullet/rifle/a145 /obj/item/projectile/bullet/rifle/a145
damage = 60 damage = 60

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@@ -15,13 +15,13 @@
// //
/obj/item/projectile/energy/phase/bolt /obj/item/projectile/energy/phase/bolt
range = 4 range = 4
SA_bonus_damage = 15 // 30 total on animals mob_bonus_damage = 15 // 30 total on animals
icon_state = "cbbolt" icon_state = "cbbolt"
hud_state = "taser" hud_state = "taser"
/obj/item/projectile/energy/phase/bolt/heavy /obj/item/projectile/energy/phase/bolt/heavy
range = 4 range = 4
SA_bonus_damage = 25 // 20 total on animals mob_bonus_damage = 25 // 20 total on animals
hud_state = "taser" hud_state = "taser"
/obj/item/projectile/energy/plasma/vepr /obj/item/projectile/energy/plasma/vepr
@@ -30,20 +30,20 @@
/obj/item/projectile/energy/phase /obj/item/projectile/energy/phase
//damage = 5 //damage = 5
SA_bonus_damage = 15 mob_bonus_damage = 15
armor_penetration = 0 armor_penetration = 0
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION) SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
/obj/item/projectile/energy/phase/light /obj/item/projectile/energy/phase/light
SA_bonus_damage = 5 mob_bonus_damage = 5
armor_penetration = 0 armor_penetration = 0
/obj/item/projectile/energy/phase/heavy /obj/item/projectile/energy/phase/heavy
//damage = 5 //damage = 5
SA_bonus_damage = 20 mob_bonus_damage = 20
armor_penetration = 0 armor_penetration = 0
/obj/item/projectile/energy/phase/heavy/cannon /obj/item/projectile/energy/phase/heavy/cannon
//damage = 5 //damage = 5
SA_bonus_damage = 35 mob_bonus_damage = 35
armor_penetration = 0 armor_penetration = 0

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@@ -19,7 +19,7 @@
*/ */
/obj/item/projectile/bullet/magnetic/flechette/hunting /obj/item/projectile/bullet/magnetic/flechette/hunting
armor_penetration = 15 armor_penetration = 15
SA_bonus_damage = 20 mob_bonus_damage = 20
/* /*
/obj/item/projectile/bullet/magnetic/heated/weak /obj/item/projectile/bullet/magnetic/heated/weak
damage = 7 damage = 7

View File

@@ -33,7 +33,7 @@
/obj/item/projectile/beam/phaser/shotgun /obj/item/projectile/beam/phaser/shotgun
damage = 7 damage = 7
SA_bonus_damage = 7 mob_bonus_damage = 7
range = 4 range = 4
icon_state = "phaser_heavy" icon_state = "phaser_heavy"
light_range = 3 light_range = 3

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@@ -2471,18 +2471,14 @@
#include "code\modules\clothing\spacesuits\rig\modules\specific\vision.dm" #include "code\modules\clothing\spacesuits\rig\modules\specific\vision.dm"
#include "code\modules\clothing\spacesuits\rig\modules\specific\voice.dm" #include "code\modules\clothing\spacesuits\rig\modules\specific\voice.dm"
#include "code\modules\clothing\spacesuits\rig\suits\alien.dm" #include "code\modules\clothing\spacesuits\rig\suits\alien.dm"
#include "code\modules\clothing\spacesuits\rig\suits\alien_vr.dm"
#include "code\modules\clothing\spacesuits\rig\suits\combat.dm" #include "code\modules\clothing\spacesuits\rig\suits\combat.dm"
#include "code\modules\clothing\spacesuits\rig\suits\combat_vr.dm"
#include "code\modules\clothing\spacesuits\rig\suits\ert.dm" #include "code\modules\clothing\spacesuits\rig\suits\ert.dm"
#include "code\modules\clothing\spacesuits\rig\suits\ert_vr.dm"
#include "code\modules\clothing\spacesuits\rig\suits\light.dm" #include "code\modules\clothing\spacesuits\rig\suits\light.dm"
#include "code\modules\clothing\spacesuits\rig\suits\merc.dm" #include "code\modules\clothing\spacesuits\rig\suits\merc.dm"
#include "code\modules\clothing\spacesuits\rig\suits\pmc.dm" #include "code\modules\clothing\spacesuits\rig\suits\pmc.dm"
#include "code\modules\clothing\spacesuits\rig\suits\robotics.dm" #include "code\modules\clothing\spacesuits\rig\suits\robotics.dm"
#include "code\modules\clothing\spacesuits\rig\suits\station.dm" #include "code\modules\clothing\spacesuits\rig\suits\station.dm"
#include "code\modules\clothing\spacesuits\rig\suits\station_ch.dm" #include "code\modules\clothing\spacesuits\rig\suits\station_ch.dm"
#include "code\modules\clothing\spacesuits\rig\suits\station_vr.dm"
#include "code\modules\clothing\spacesuits\void\ert_vr.dm" #include "code\modules\clothing\spacesuits\void\ert_vr.dm"
#include "code\modules\clothing\spacesuits\void\event.dm" #include "code\modules\clothing\spacesuits\void\event.dm"
#include "code\modules\clothing\spacesuits\void\event_vr.dm" #include "code\modules\clothing\spacesuits\void\event_vr.dm"