[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
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
contains = list(
/obj/item/shield/riot/explorer,

View File

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

View File

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

View File

@@ -51,7 +51,8 @@
/obj/item/mapping_unit,
/obj/item/binoculars, //CHOMPADD
/obj/item/kinetic_crusher,
/obj/item/analyzer
/obj/item/analyzer,
/obj/item/storage/sample_container
)
/obj/item/storage/belt/explorer/pathfinder
@@ -120,7 +121,8 @@
/obj/item/melee,
/obj/item/kinetic_crusher,
/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.

View File

@@ -89,7 +89,8 @@
/obj/item/clothing/suit/storage/hooded/wintercoat/miner,
/obj/item/clothing/shoes/boots/winter/mining,
/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)
if(prob(50))

View File

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

View File

@@ -48,12 +48,6 @@
/datum/rig_vision/medhud/New()
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
name = "hardsuit visor"
@@ -115,7 +109,7 @@
name = "hardsuit material scanner"
desc = "A layered, translucent visor system for a hardsuit."
icon_state = "material" //VOREStation Edit
icon_state = "material"
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"
suit_type = "\improper NT breacher"
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
slowdown = 3 //This is too much, reducing from 6 to 3. May edit again in the future.
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."
suit_type = "breacher chassis"
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
siemens_coefficient = 0.2
slowdown = 6
@@ -64,7 +64,7 @@
item_flags = THICKMATERIAL
siemens_coefficient = 0.2
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

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."
icon_state = "security_rig"
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
offline_slowdown = 1.5
offline_vision_restriction = 1
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
@@ -38,11 +37,11 @@
desc = "An austere hardsuit used by paramilitary groups and real soldiers alike."
icon_state = "military_rig"
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
offline_slowdown = 1.5
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
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
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(
/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."
suit_type = "heavy asset protection"
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
glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
//CHOMPEdit Begin
@@ -89,8 +89,13 @@
/obj/item/rig_module/datajack
)
/obj/item/rig/ert/assetprotection/antiareli
name = "Heavy Asset Protection Special Agent 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"
armor = list(melee = 80, bullet = 80, laser = 80,energy = 80, bomb = 100, bio = 100, rad = 100)
siemens_coefficient= 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,
)

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."
icon_state = "ninja_rig"
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.
slowdown = 0

View File

@@ -14,7 +14,7 @@
siemens_coefficient = 0.3
glove_type = /obj/item/clothing/gloves/gauntlets/rig/eva
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(
/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)
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
name = "PMC-C hardsuit control module"

View File

@@ -20,7 +20,7 @@
glove_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_one_access = list()

View File

@@ -73,7 +73,7 @@
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_one_access = list()
@@ -143,7 +143,7 @@
glove_type = /obj/item/clothing/gloves/gauntlets/rig/ce
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_one_access = list()
@@ -183,7 +183,7 @@
boot_type = /obj/item/clothing/shoes/magboots/rig/hazmat
//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_one_access = list()
@@ -223,21 +223,21 @@
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_one_access = list()
//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/sprinter,
/obj/item/rig_module/chem_dispenser/injector,
/obj/item/rig_module/maneuvering_jets,
/obj/item/rig_module/device/healthscanner,
/obj/item/rig_module/vision/medhud
/obj/item/rig_module/sprinter,
/obj/item/rig_module/pat_module,
/obj/item/rig_module/rescue_pharm
)
//Security suit
@@ -254,7 +254,7 @@
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_one_access = list()
@@ -268,3 +268,375 @@
/obj/item/rig_module/grenade_launcher,
/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"
attack_verb = list("bashed", "kicked", "punched", "struck", "axe kicked", "uppercut", "cross-punched", "jabbed", "hammerfisted", "roundhouse kicked")
integ_light_icon = FALSE
w_class = ITEMSIZE_HUGE
w_class = ITEMSIZE_NORMAL
can_cleave = FALSE
requires_wield = TRUE
force = 28

View File

@@ -6,7 +6,7 @@
/obj/machinery/mineral/processing_unit_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"
layer = ABOVE_WINDOW_LAYER
density = TRUE
@@ -150,7 +150,7 @@
/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...
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "furnace"
density = TRUE
anchored = TRUE

View File

@@ -2,7 +2,7 @@
/obj/machinery/mineral/stacking_unit_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"
layer = ABOVE_WINDOW_LAYER
density = TRUE
@@ -70,7 +70,7 @@
/obj/machinery/mineral/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"
density = TRUE
anchored = TRUE

View File

@@ -3,14 +3,13 @@
/obj/machinery/mineral/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"
density = TRUE
anchored = TRUE
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
/obj/machinery/mineral/unloading_machine/Initialize(mapload)
. = ..()
for(var/dir in GLOB.cardinal)

View File

@@ -15,7 +15,7 @@
var/icon_vend = "minevend-vend"
circuit = /obj/item/circuitboard/mining_equipment_vendor
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
/datum/data/mining_equipment
@@ -30,32 +30,35 @@
/obj/machinery/mineral/equipment_vendor/Initialize(mapload)
. = ..()
//VOREStation Edit Start - Heavily modified list
prize_list = list()
prize_list["Gear"] = list(
// TODO EQUIPMENT("Advanced Scanner", /obj/item/t_scanner/adv_mining_scanner, 800),
// TODO EQUIPMENT("Explorer's Webbing", /obj/item/storage/belt/mining, 500),
EQUIPMENT("Brown Webbing", /obj/item/clothing/accessory/storage/brown_vest, 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 - Sentry Drone Deployer", /obj/item/grenade/spawnergrenade/ward, 1500),
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 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("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("Fishing Net", /obj/item/material/fishing_net, 500),
EQUIPMENT("Fulton Beacon", /obj/item/fulton_core, 500),
EQUIPMENT("Geiger Counter", /obj/item/geiger, 750),
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("Mini-Translocator", /obj/item/perfect_tele/one_beacon, 1200),
EQUIPMENT("Survival Equipment - Insulated Poncho", /obj/random/thermalponcho, 750),
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("Advanced Ore Scanner", /obj/item/mining_scanner/advanced, 500),
EQUIPMENT("Exotic Sample Container", /obj/item/storage/sample_container, 100),
)
prize_list["Consumables"] = list(
EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1),
@@ -99,16 +102,20 @@
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 - Inducer", /obj/item/inducer, 3500),
EQUIPMENT("Industrial Equipment - Sheet-Snatcher", /obj/item/storage/bag/sheetsnatcher, 500),
)
prize_list["Hardsuit"] = list(
EQUIPMENT("Hardsuit - Control Module", /obj/item/rig/industrial/vendor, 2000),
EQUIPMENT("Hardsuit - Drill", /obj/item/rig_module/device/drill, 5000),
EQUIPMENT("Hardsuit - Cheap Control Module", /obj/item/rig/industrial/vendor, 2000),
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 - 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 - 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 - Proto-Kinetic Gauntlets", /obj/item/rig_module/gauntlets, 2000),
)
@@ -126,13 +133,8 @@
EQUIPMENT("Thalers - 1000", /obj/item/spacecash/c1000, 10000),
EQUIPMENT("Umbrella", /obj/item/melee/umbrella/random, 200),
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
//VOREStation Edit End
/obj/machinery/mineral/equipment_vendor/power_change()
var/old_stat = stat

View File

@@ -1,66 +1,38 @@
/obj/machinery/mineral/equipment_vendor/survey
name = "exploration equipment vendor"
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_state = "exploration" //VOREStation Edit
icon = 'icons/obj/machines/mining_machines.dmi'
icon_state = "exploration"
density = TRUE
anchored = TRUE
circuit = /obj/item/circuitboard/exploration_equipment_vendor
icon_deny = "exploration-deny" //VOREStation Edit
icon_vend = "exploration-vend" //VOREStation Add
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)
)
icon_deny = "exploration-deny"
icon_vend = "exploration-vend"
/obj/machinery/mineral/equipment_vendor/survey/Initialize(mapload)
. = ..()
//VOREStation Edit Start - Heavily modified list
prize_list = 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 - 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 - 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 - 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 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 - 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 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("Titanium Fishing Rod", /obj/item/material/fishing_rod/modern, 100),
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 - 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("Exotic Sample Container", /obj/item/storage/sample_container, 100),
)
prize_list["Consumables"] = list(
EQUIPMENT("1 Marker Beacon", /obj/item/stack/marker_beacon, 1),
@@ -106,6 +79,10 @@
EQUIPMENT("Survey Tools - Shovel", /obj/item/shovel, 40),
EQUIPMENT("Survey Tools - Mechanical Trap", /obj/item/beartrap, 50),
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(
EQUIPMENT(REAGENT_ABSINTHE, /obj/item/reagent_containers/food/drinks/bottle/absinthe, 10),
@@ -121,15 +98,13 @@
EQUIPMENT("Plush Toy", /obj/random/plushie, 30),
EQUIPMENT("Soap", /obj/item/soap/nanotrasen, 20),
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("UAV - Recon Skimmer", /obj/item/uav, 40),
//CHOMPedit Start
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),
EQUIPMENT("PSG Variant-P", /obj/item/personal_shield_generator/belt/parry, 250),
//CHOMPedit End
EQUIPMENT("Mining-Grade PSG", /obj/item/personal_shield_generator/belt/mining/loaded, 100), //CHOMPADD
EQUIPMENT("Security-Grade PSG", /obj/item/personal_shield_generator/belt/security/loaded, 200), //CHOMPADD
EQUIPMENT("PSG Variant-P", /obj/item/personal_shield_generator/belt/parry, 250), //CHOMPADD
)
//VOREStation Edit End
/obj/machinery/mineral/equipment_vendor/survey/get_points(obj/item/card/id/target)
if(!istype(target))

View File

@@ -1,10 +1,8 @@
// Hit by a projectile.
/mob/living/simple_mob/bullet_act(var/obj/item/projectile/P)
//Projectiles with bonus SA damage
if(!P.nodamage)
// if(!P.SA_vulnerability || P.SA_vulnerability == intelligence_level)
if(P.SA_vulnerability & mob_class)
P.damage += P.SA_bonus_damage
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
P.damage += P.mob_bonus_damage
. = ..()

View File

@@ -103,8 +103,7 @@
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/SA_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/mob_bonus_damage = 0 // Some bullets inflict extra damage on simple animals.
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/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()
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 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.
damage = 20
SA_bonus_damage = 20
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION)
mob_bonus_damage = 20
icon = 'icons/obj/projectiles_ch.dmi'
icon_state = "phaser"
light_color = "#F18F12"
@@ -13,7 +12,7 @@
/obj/item/projectile/beam/phaser/light
damage = 10
SA_bonus_damage = 10
mob_bonus_damage = 10
icon_state = "phaser_light"
light_range = 1.5
light_power = 0.3
@@ -24,7 +23,7 @@
/obj/item/projectile/beam/phaser/heavy
damage = 30
SA_bonus_damage = 30
mob_bonus_damage = 30
icon_state = "phaser_heavy"
light_range = 3
light_power = 1
@@ -35,7 +34,7 @@
/obj/item/projectile/beam/phaser/heavy/cannon
damage = 40
SA_bonus_damage = 40
mob_bonus_damage = 40
/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)
damage = 20
SA_bonus_damage = 50 // 70 total on animals.
SA_vulnerability = SA_ANIMAL
mob_bonus_damage = 50
hud_state = "rifle_heavy"
/obj/item/projectile/bullet/rifle/a545
@@ -238,8 +237,7 @@
/obj/item/projectile/bullet/rifle/a545/hunter
damage = 15
SA_bonus_damage = 35 // 50 total on animals.
SA_vulnerability = SA_ANIMAL
mob_bonus_damage = 35
hud_state = "rifle_heavy"
/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"
range = 13 //Chompedit This range was still awful
damage = 5
SA_bonus_damage = 45 // 50 total on animals
SA_vulnerability = list(SA_ANIMAL, MOB_CLASS_SYNTHETIC, MOB_CLASS_ABERRATION, MOB_CLASS_HUMANOID) //CHOMP Edit expand this list
mob_bonus_damage = 45
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/light
range = 11 //Chompedit This range was absolutely pathetic
SA_bonus_damage = 35 // 40 total on animals
range = 4
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy
range = 16 //Chompedit This range was not great
SA_bonus_damage = 55 // 60 total on animals
range = 8
hud_state = "laser_heat"
/obj/item/projectile/energy/phase/heavy/cannon
range = 20 //Chompedit This range was mediocre, but not worth a cannon.
damage = 15
SA_bonus_damage = 60 // 75 total on animals
hud_state = "laser_heat"
*/

View File

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

View File

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

View File

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

View File

@@ -34,33 +34,3 @@
S.loc = src
update_icon()
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_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

View File

@@ -43,7 +43,7 @@
return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)
if(ammo_flags & AMMO_FLAG_HUNTER)
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
qdel(src)
return P.launch_from_gun(target, target_zone, user, params, angle_override, forced_spread, launcher)

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -2471,18 +2471,14 @@
#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\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_vr.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\merc.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\station.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\event.dm"
#include "code\modules\clothing\spacesuits\void\event_vr.dm"