New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.

New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.

HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.

Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.

Icon adjustments.
This commit is contained in:
MisterBook
2013-06-04 22:41:23 -05:00
parent 4b970dd3ff
commit fd8d61aa8b
34 changed files with 146 additions and 52 deletions

View File

@@ -88,7 +88,7 @@ BLIND // can't see anything
desc = "Comfortable-looking shoes." desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing gender = PLURAL //Carn: for grammarically correct text-parsing
var/chained = 0 var/chained = 0
siemens_coefficient = 0.9
body_parts_covered = FEET body_parts_covered = FEET
slot_flags = SLOT_FEET slot_flags = SLOT_FEET
@@ -105,6 +105,7 @@ BLIND // can't see anything
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
slot_flags = SLOT_OCLOTHING slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit" var/blood_overlay_type = "suit"
siemens_coefficient = 0.9
//Spacesuit //Spacesuit
//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together. //Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
@@ -120,6 +121,7 @@ BLIND // can't see anything
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
/obj/item/clothing/suit/space /obj/item/clothing/suit/space
name = "Space suit" name = "Space suit"
@@ -137,6 +139,7 @@ BLIND // can't see anything
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
//Under clothing //Under clothing

View File

@@ -3,7 +3,7 @@
name = "ninja gloves" name = "ninja gloves"
icon_state = "s-ninja" icon_state = "s-ninja"
item_state = "s-ninja" item_state = "s-ninja"
siemens_coefficient = 0 siemens_coefficient = 0.2
var/draining = 0 var/draining = 0
var/candrain = 0 var/candrain = 0
var/mindrain = 200 var/mindrain = 200
@@ -32,7 +32,7 @@
name = "\improper SWAT Gloves" name = "\improper SWAT Gloves"
icon_state = "black" icon_state = "black"
item_state = "swat_gl" item_state = "swat_gl"
siemens_coefficient = 0 siemens_coefficient = 0.6
permeability_coefficient = 0.05 permeability_coefficient = 0.05
cold_protection = HANDS cold_protection = HANDS
@@ -70,3 +70,4 @@
icon_state = "leather" icon_state = "leather"
item_state = "ggloves" item_state = "ggloves"
permeability_coefficient = 0.9 permeability_coefficient = 0.9
siemens_coefficient = 0.9

View File

@@ -9,7 +9,7 @@
if(C.amount >= 2) if(C.amount >= 2)
C.use(2) C.use(2)
wired = 1 wired = 1
siemens_coefficient = 1 siemens_coefficient = 3.0
user << "<span class='notice'>You wrap some wires around [src].</span>" user << "<span class='notice'>You wrap some wires around [src].</span>"
update_icon() update_icon()
else else

View File

@@ -10,6 +10,7 @@
armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20) armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
flags_inv = 0 flags_inv = 0
icon_action_button = "action_hardhat" icon_action_button = "action_hardhat"
siemens_coefficient = 0.9
attack_self(mob/user) attack_self(mob/user)
if(!isturf(user.loc)) if(!isturf(user.loc))

View File

@@ -10,7 +10,7 @@
min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = HEAD heat_protection = HEAD
max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0 siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/warden /obj/item/clothing/head/helmet/warden
name = "warden's hat" name = "warden's hat"
@@ -26,6 +26,7 @@
flags = FPRINT|TABLEPASS|HEADCOVERSEYES flags = FPRINT|TABLEPASS|HEADCOVERSEYES
armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0) armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
flags_inv = HIDEEARS flags_inv = HIDEEARS
siemens_coefficient = 0.7
/obj/item/clothing/head/helmet/swat /obj/item/clothing/head/helmet/swat
name = "\improper SWAT helmet" name = "\improper SWAT helmet"
@@ -37,6 +38,7 @@
flags_inv = HIDEEARS|HIDEEYES flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/head/helmet/thunderdome /obj/item/clothing/head/helmet/thunderdome
name = "\improper Thunderdome helmet" name = "\improper Thunderdome helmet"

View File

@@ -7,6 +7,7 @@
item_state = "chef" item_state = "chef"
desc = "The commander in chef's head wear." desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy //Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/caphat /obj/item/clothing/head/caphat
@@ -15,6 +16,7 @@
desc = "It's good being the king." desc = "It's good being the king."
flags = FPRINT|TABLEPASS flags = FPRINT|TABLEPASS
item_state = "caphat" item_state = "caphat"
siemens_coefficient = 0.9
//Captain: This probably shouldn't be space-worthy //Captain: This probably shouldn't be space-worthy
/obj/item/clothing/head/helmet/cap /obj/item/clothing/head/helmet/cap
@@ -25,6 +27,7 @@
flags_inv = 0 flags_inv = 0
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.9
//Chaplain //Chaplain
/obj/item/clothing/head/chaplain_hood /obj/item/clothing/head/chaplain_hood
@@ -32,6 +35,7 @@
desc = "It's hood that covers the head. It keeps you warm during the space winters." desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood" icon_state = "chaplain_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Chaplain //Chaplain
/obj/item/clothing/head/nun_hood /obj/item/clothing/head/nun_hood
@@ -39,6 +43,7 @@
desc = "Maximum piety in this star system." desc = "Maximum piety in this star system."
icon_state = "nun_hood" icon_state = "nun_hood"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
siemens_coefficient = 0.9
//Mime //Mime
/obj/item/clothing/head/beret /obj/item/clothing/head/beret
@@ -46,6 +51,7 @@
desc = "A beret, an artists favorite headwear." desc = "A beret, an artists favorite headwear."
icon_state = "beret" icon_state = "beret"
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
//Security //Security
/obj/item/clothing/head/beret/sec /obj/item/clothing/head/beret/sec

View File

@@ -6,6 +6,7 @@
desc = "It's good to be emperor." desc = "It's good to be emperor."
flags = FPRINT|TABLEPASS flags = FPRINT|TABLEPASS
item_state = "centhat" item_state = "centhat"
siemens_coefficient = 0.9
/obj/item/clothing/head/hairflower /obj/item/clothing/head/hairflower
name = "hair flower pin" name = "hair flower pin"
@@ -26,6 +27,7 @@
icon_state = "tophat" icon_state = "tophat"
item_state = "that" item_state = "that"
flags = FPRINT|TABLEPASS flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/redcoat /obj/item/clothing/head/redcoat
name = "redcoat's hat" name = "redcoat's hat"
@@ -45,6 +47,7 @@
icon_state = "plaguedoctor" icon_state = "plaguedoctor"
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
permeability_coefficient = 0.01 permeability_coefficient = 0.01
siemens_coefficient = 0.9
/obj/item/clothing/head/hasturhood /obj/item/clothing/head/hasturhood
name = "hastur's hood" name = "hastur's hood"
@@ -57,6 +60,7 @@
desc = "It allows quick identification of trained medical personnel." desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat" icon_state = "nursehat"
flags = FPRINT|TABLEPASS flags = FPRINT|TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/syndicatefake /obj/item/clothing/head/syndicatefake
name = "red space-helmet replica" name = "red space-helmet replica"
@@ -65,6 +69,7 @@
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!" desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0
/obj/item/clothing/head/cueball /obj/item/clothing/head/cueball
name = "cueball helmet" name = "cueball helmet"
@@ -82,6 +87,7 @@
flags = FPRINT|TABLEPASS flags = FPRINT|TABLEPASS
flags_inv = 0 flags_inv = 0
/obj/item/clothing/head/greenbandana /obj/item/clothing/head/greenbandana
name = "green bandana" name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining." desc = "It's a green bandana with some fine nanotech lining."
@@ -132,6 +138,7 @@
desc = "A working man's cap." desc = "A working man's cap."
icon_state = "flat_cap" icon_state = "flat_cap"
item_state = "detective" item_state = "detective"
siemens_coefficient = 0.9
/obj/item/clothing/head/pirate /obj/item/clothing/head/pirate
name = "pirate hat" name = "pirate hat"
@@ -210,6 +217,7 @@
icon_state = "witch" icon_state = "witch"
item_state = "witch" item_state = "witch"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/chicken /obj/item/clothing/head/chicken
name = "chicken suit head" name = "chicken suit head"
@@ -217,6 +225,7 @@
icon_state = "chickenhead" icon_state = "chickenhead"
item_state = "chickensuit" item_state = "chickensuit"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/bearpelt /obj/item/clothing/head/bearpelt
name = "bear pelt hat" name = "bear pelt hat"
@@ -224,6 +233,7 @@
icon_state = "bearpelt" icon_state = "bearpelt"
item_state = "bearpelt" item_state = "bearpelt"
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
siemens_coefficient = 2.0
/obj/item/clothing/head/xenos /obj/item/clothing/head/xenos
name = "xenos helmet" name = "xenos helmet"
@@ -232,3 +242,4 @@
desc = "A helmet made out of chitinous alien hide." desc = "A helmet made out of chitinous alien hide."
flags = FPRINT | TABLEPASS | BLOCKHAIR flags = FPRINT | TABLEPASS | BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
siemens_coefficient = 2.0

View File

@@ -23,6 +23,7 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
icon_action_button = "action_welding" icon_action_button = "action_welding"
siemens_coefficient = 0.9
/obj/item/clothing/head/welding/attack_self() /obj/item/clothing/head/welding/attack_self()
toggle() toggle()
@@ -158,6 +159,7 @@
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
var/icon/mob var/icon/mob
var/icon/mob2 var/icon/mob2
siemens_coefficient = 1.5
update_icon(var/mob/living/carbon/human/user) update_icon(var/mob/living/carbon/human/user)
if(!istype(user)) return if(!istype(user)) return

View File

@@ -6,6 +6,7 @@
item_state = "helmet" item_state = "helmet"
color = "cargo" color = "cargo"
var/flipped = 0 var/flipped = 0
siemens_coefficient = 0.9
dropped() dropped()
src.icon_state = "[color]soft" src.icon_state = "[color]soft"

View File

@@ -15,6 +15,7 @@
flags = FPRINT|TABLEPASS|BLOCKHAIR flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE flags_inv = HIDEFACE
w_class = 2 w_class = 2
siemens_coefficient = 3.0
/obj/item/clothing/mask/luchador/tecnicos /obj/item/clothing/mask/luchador/tecnicos
name = "Tecnicos Mask" name = "Tecnicos Mask"

View File

@@ -8,6 +8,7 @@
item_state = "gas_alt" item_state = "gas_alt"
gas_transfer_coefficient = 0.01 gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01 permeability_coefficient = 0.01
siemens_coefficient = 0.9
//Plague Dr suit can be found in clothing/suits/bio.dm //Plague Dr suit can be found in clothing/suits/bio.dm
/obj/item/clothing/mask/gas/plaguedoctor /obj/item/clothing/mask/gas/plaguedoctor
@@ -21,11 +22,13 @@
name = "\improper SWAT mask" name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply." desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat" icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/syndicate /obj/item/clothing/mask/gas/syndicate
name = "syndicate mask" name = "syndicate mask"
desc = "A close-fitting tactical mask that can be connected to an air supply." desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat" icon_state = "swat"
siemens_coefficient = 0.7
/obj/item/clothing/mask/gas/voice /obj/item/clothing/mask/gas/voice
name = "gas mask" name = "gas mask"
@@ -41,6 +44,7 @@
icon_state = "s-ninja" icon_state = "s-ninja"
item_state = "s-ninja_mask" item_state = "s-ninja_mask"
vchange = 1 vchange = 1
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/clown_hat /obj/item/clothing/mask/gas/clown_hat
name = "clown wig and mask" name = "clown wig and mask"
@@ -76,6 +80,7 @@
name = "Death Commando Mask" name = "Death Commando Mask"
icon_state = "death_commando_mask" icon_state = "death_commando_mask"
item_state = "death_commando_mask" item_state = "death_commando_mask"
siemens_coefficient = 0.2
/obj/item/clothing/mask/gas/cyborg /obj/item/clothing/mask/gas/cyborg
name = "cyborg visor" name = "cyborg visor"

View File

@@ -81,6 +81,7 @@
flags = FPRINT|TABLEPASS|BLOCKHAIR flags = FPRINT|TABLEPASS|BLOCKHAIR
flags_inv = HIDEFACE flags_inv = HIDEFACE
w_class = 2 w_class = 2
siemens_coefficient = 0.9
/obj/item/clothing/mask/horsehead /obj/item/clothing/mask/horsehead
name = "horse head mask" name = "horse head mask"
@@ -91,3 +92,4 @@
flags_inv = HIDEFACE flags_inv = HIDEFACE
w_class = 2 w_class = 2
var/voicechange = 0 var/voicechange = 0
siemens_coefficient = 0.9

View File

@@ -7,7 +7,7 @@
flags = NOSLIP flags = NOSLIP
origin_tech = "syndicate=3" origin_tech = "syndicate=3"
var/list/clothing_choices = list() var/list/clothing_choices = list()
siemens_coefficient = 0 siemens_coefficient = 0.8
/obj/item/clothing/shoes/mime /obj/item/clothing/shoes/mime
name = "mime shoes" name = "mime shoes"
@@ -20,7 +20,7 @@
icon_state = "swat" icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0) armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP flags = NOSLIP
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes. /obj/item/clothing/shoes/combat //Basically SWAT shoes combined with galoshes.
name = "combat boots" name = "combat boots"
@@ -28,7 +28,7 @@
icon_state = "swat" icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0) armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
flags = NOSLIP flags = NOSLIP
siemens_coefficient = 0 siemens_coefficient = 0.6
cold_protection = FEET cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -42,7 +42,7 @@
permeability_coefficient = 0.01 permeability_coefficient = 0.01
flags = NOSLIP flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0 siemens_coefficient = 0.2
cold_protection = FEET cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE
@@ -82,7 +82,7 @@
icon_state = "jackboots" icon_state = "jackboots"
item_state = "jackboots" item_state = "jackboots"
color = "hosred" color = "hosred"
siemens_coefficient = 0 siemens_coefficient = 0.7
/obj/item/clothing/shoes/cult /obj/item/clothing/shoes/cult
name = "boots" name = "boots"
@@ -90,7 +90,7 @@
icon_state = "cult" icon_state = "cult"
item_state = "cult" item_state = "cult"
color = "cult" color = "cult"
siemens_coefficient = 0 siemens_coefficient = 0.7
cold_protection = FEET cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SHOE_MIN_COLD_PROTECITON_TEMPERATURE

View File

@@ -26,4 +26,4 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0 siemens_coefficient = 0.7

View File

@@ -4,7 +4,7 @@
icon_state = "ert_commander" icon_state = "ert_commander"
item_state = "helm-command" item_state = "helm-command"
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60) armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/suit/space/ert /obj/item/clothing/suit/space/ert
name = "emergency response team suit" name = "emergency response team suit"
@@ -19,7 +19,7 @@
/obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \ /obj/item/weapon/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/wirecutters, /obj/item/weapon/wrench, /obj/item/device/multitool, \
/obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \ /obj/item/device/radio, /obj/item/device/analyzer, /obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/pulse_rifle, \
/obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun) /obj/item/weapon/gun/energy/taser, /obj/item/weapon/melee/baton, /obj/item/weapon/gun/energy/gun)
siemens_coefficient = 0 siemens_coefficient = 0.6
//Commander //Commander
/obj/item/clothing/head/helmet/space/ert/commander /obj/item/clothing/head/helmet/space/ert/commander

View File

@@ -25,7 +25,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0 siemens_coefficient = 0.7
//Deathsquad suit //Deathsquad suit
/obj/item/clothing/head/helmet/space/deathsquad /obj/item/clothing/head/helmet/space/deathsquad
@@ -34,7 +34,7 @@
icon_state = "deathsquad" icon_state = "deathsquad"
item_state = "deathsquad" item_state = "deathsquad"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30) armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0 siemens_coefficient = 0.2
/obj/item/clothing/head/helmet/space/deathsquad/beret /obj/item/clothing/head/helmet/space/deathsquad/beret
name = "officer's beret" name = "officer's beret"
@@ -42,6 +42,7 @@
icon_state = "beret_badge" icon_state = "beret_badge"
armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30) armor = list(melee = 65, bullet = 55, laser = 35,energy = 20, bomb = 30, bio = 30, rad = 30)
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
siemens_coefficient = 0.9
//Space santa outfit suit //Space santa outfit suit
/obj/item/clothing/head/helmet/space/santahat /obj/item/clothing/head/helmet/space/santahat
@@ -68,6 +69,7 @@
item_state = "pirate" item_state = "pirate"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR | STOPSPRESSUREDMAGE
siemens_coefficient = 0.9
/obj/item/clothing/suit/space/pirate /obj/item/clothing/suit/space/pirate
name = "pirate coat" name = "pirate coat"
@@ -78,5 +80,6 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 0 slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.9

View File

@@ -5,7 +5,7 @@
item_state = "s-ninja_mask" item_state = "s-ninja_mask"
allowed = list(/obj/item/weapon/cell) allowed = list(/obj/item/weapon/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
siemens_coefficient = 0 siemens_coefficient = 0.2
/obj/item/clothing/suit/space/space_ninja /obj/item/clothing/suit/space/space_ninja
@@ -16,7 +16,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell) allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell)
slowdown = 0 slowdown = 0
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0 siemens_coefficient = 0.2
//Important parts of the suit. //Important parts of the suit.
var/mob/living/carbon/affecting = null//The wearer. var/mob/living/carbon/affecting = null//The wearer.

View File

@@ -86,7 +86,7 @@
item_state = "syndie_helm" item_state = "syndie_helm"
color = "syndi" color = "syndi"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/suit/space/rig/syndi /obj/item/clothing/suit/space/rig/syndi
@@ -98,7 +98,7 @@
w_class = 3 w_class = 3
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60) armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs) allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs)
siemens_coefficient = 0 siemens_coefficient = 0.6
//Wizard Rig //Wizard Rig
@@ -110,7 +110,7 @@
color = "wiz" color = "wiz"
unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles! unacidable = 1 //No longer shall our kind be foiled by lone chemists with spray bottles!
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60) armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0 siemens_coefficient = 0.7
/obj/item/clothing/suit/space/rig/wizard /obj/item/clothing/suit/space/rig/wizard
icon_state = "rig-wiz" icon_state = "rig-wiz"
@@ -121,7 +121,7 @@
w_class = 3 w_class = 3
unacidable = 1 unacidable = 1
armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60) armor = list(melee = 40, bullet = 20, laser = 20,energy = 20, bomb = 35, bio = 100, rad = 60)
siemens_coefficient = 0 siemens_coefficient = 0.7
//Medical Rig //Medical Rig
@@ -148,7 +148,7 @@
item_state = "sec_helm" item_state = "sec_helm"
color = "sec" color = "sec"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10) armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
siemens_coefficient = 0 siemens_coefficient = 0.7
/obj/item/clothing/suit/space/rig/security /obj/item/clothing/suit/space/rig/security
icon_state = "rig-sec" icon_state = "rig-sec"
@@ -157,7 +157,7 @@
item_state = "sec_hardsuit" item_state = "sec_hardsuit"
armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10) armor = list(melee = 60, bullet = 10, laser = 30, energy = 5, bomb = 45, bio = 100, rad = 10)
allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton) allowed = list(/obj/item/weapon/gun,/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/melee/baton)
siemens_coefficient = 0 siemens_coefficient = 0.7
//Atmospherics Rig (BS12) //Atmospherics Rig (BS12)

View File

@@ -6,7 +6,7 @@
item_state = "syndicate" item_state = "syndicate"
desc = "Has a tag: Totally not property of an enemy corporation, honest." desc = "Has a tag: Totally not property of an enemy corporation, honest."
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0 siemens_coefficient = 0.8
/obj/item/clothing/suit/space/syndicate /obj/item/clothing/suit/space/syndicate
name = "red space suit" name = "red space suit"
@@ -17,7 +17,7 @@
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen) allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen)
slowdown = 1 slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30) armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0 siemens_coefficient = 0.8
//Green syndicate space suit //Green syndicate space suit

View File

@@ -8,7 +8,7 @@
min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = ARMOR_MIN_COLD_PROTECITON_TEMPERATURE
heat_protection = UPPER_TORSO|LOWER_TORSO heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECITON_TEMPERATURE
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/vest /obj/item/clothing/suit/armor/vest
@@ -42,6 +42,7 @@
slowdown = 1 slowdown = 1
armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0) armor = list(melee = 80, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/bulletproof /obj/item/clothing/suit/armor/bulletproof
@@ -51,7 +52,7 @@
item_state = "armor" item_state = "armor"
blood_overlay_type = "armor" blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 80, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.7
/obj/item/clothing/suit/armor/laserproof /obj/item/clothing/suit/armor/laserproof
name = "Ablative Armor Vest" name = "Ablative Armor Vest"
@@ -60,7 +61,7 @@
item_state = "armor_reflec" item_state = "armor_reflec"
blood_overlay_type = "armor" blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0
/obj/item/clothing/suit/armor/swat /obj/item/clothing/suit/armor/swat
name = "swat suit" name = "swat suit"
@@ -77,6 +78,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0.5
/obj/item/clothing/suit/armor/swat/officer /obj/item/clothing/suit/armor/swat/officer
@@ -151,6 +153,7 @@
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
siemens_coefficient = 0
/obj/item/clothing/suit/armor/heavy /obj/item/clothing/suit/armor/heavy
name = "heavy armor" name = "heavy armor"
@@ -162,6 +165,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3 slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0
/obj/item/clothing/suit/armor/tdome /obj/item/clothing/suit/armor/tdome
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS

View File

@@ -7,6 +7,7 @@
flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR flags = FPRINT|TABLEPASS|HEADCOVERSEYES|HEADCOVERSMOUTH|BLOCKHAIR
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
siemens_coefficient = 0.9
/obj/item/clothing/suit/bio_suit /obj/item/clothing/suit/bio_suit
name = "bio suit" name = "bio suit"
@@ -22,6 +23,7 @@
allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen) allowed = list(/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0.9
//Standard biosuit, orange stripe //Standard biosuit, orange stripe

View File

@@ -16,6 +16,7 @@
blood_overlay_type = "armor" blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag) allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
siemens_coefficient = 3.0
/obj/item/clothing/suit/redtag /obj/item/clothing/suit/redtag
name = "red laser tag armour" name = "red laser tag armour"
@@ -25,6 +26,7 @@
blood_overlay_type = "armor" blood_overlay_type = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO body_parts_covered = UPPER_TORSO|LOWER_TORSO
allowed = list (/obj/item/weapon/gun/energy/laser/redtag) allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
siemens_coefficient = 3.0
/* /*
* Costume * Costume
@@ -145,6 +147,7 @@
item_state = "chickensuit" item_state = "chickensuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET
flags_inv = HIDESHOES|HIDEJUMPSUIT flags_inv = HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
/obj/item/clothing/suit/monkeysuit /obj/item/clothing/suit/monkeysuit
@@ -154,6 +157,7 @@
item_state = "monkeysuit" item_state = "monkeysuit"
body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
/obj/item/clothing/suit/holidaypriest /obj/item/clothing/suit/holidaypriest
@@ -269,30 +273,35 @@
desc = "A rather skimpy pink swimsuit." desc = "A rather skimpy pink swimsuit."
icon_state = "stripper_p_under" icon_state = "stripper_p_under"
color = "stripper_p" color = "stripper_p"
siemens_coefficient = 1
/obj/item/clothing/under/stripper/stripper_green /obj/item/clothing/under/stripper/stripper_green
name = "green swimsuit" name = "green swimsuit"
desc = "A rather skimpy green swimsuit." desc = "A rather skimpy green swimsuit."
icon_state = "stripper_g_under" icon_state = "stripper_g_under"
color = "stripper_g" color = "stripper_g"
siemens_coefficient = 1
/obj/item/clothing/suit/stripper/stripper_pink /obj/item/clothing/suit/stripper/stripper_pink
name = "pink skimpy dress" name = "pink skimpy dress"
desc = "A rather skimpy pink dress." desc = "A rather skimpy pink dress."
icon_state = "stripper_p_over" icon_state = "stripper_p_over"
item_state = "stripper_p" item_state = "stripper_p"
siemens_coefficient = 1
/obj/item/clothing/suit/stripper/stripper_green /obj/item/clothing/suit/stripper/stripper_green
name = "green skimpy dress" name = "green skimpy dress"
desc = "A rather skimpy green dress." desc = "A rather skimpy green dress."
icon_state = "stripper_g_over" icon_state = "stripper_g_over"
item_state = "stripper_g" item_state = "stripper_g"
siemens_coefficient = 1
/obj/item/clothing/under/stripper/mankini /obj/item/clothing/under/stripper/mankini
name = "the mankini" name = "the mankini"
desc = "No honest man would wear this abomination" desc = "No honest man would wear this abomination"
icon_state = "mankini" icon_state = "mankini"
color = "mankini" color = "mankini"
siemens_coefficient = 1
/obj/item/clothing/suit/xenos /obj/item/clothing/suit/xenos
name = "xenos suit" name = "xenos suit"
@@ -301,7 +310,7 @@
item_state = "xenos_helm" item_state = "xenos_helm"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 2.0
//swimsuit //swimsuit
/obj/item/clothing/under/swimsuit/black /obj/item/clothing/under/swimsuit/black
@@ -309,27 +318,32 @@
desc = "An oldfashioned black swimsuit." desc = "An oldfashioned black swimsuit."
icon_state = "swim_black" icon_state = "swim_black"
color = "swim_black" color = "swim_black"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/blue /obj/item/clothing/under/swimsuit/blue
name = "blue swimsuit" name = "blue swimsuit"
desc = "An oldfashioned blue swimsuit." desc = "An oldfashioned blue swimsuit."
icon_state = "swim_blue" icon_state = "swim_blue"
color = "swim_blue" color = "swim_blue"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/purple /obj/item/clothing/under/swimsuit/purple
name = "purple swimsuit" name = "purple swimsuit"
desc = "An oldfashioned purple swimsuit." desc = "An oldfashioned purple swimsuit."
icon_state = "swim_purp" icon_state = "swim_purp"
color = "swim_purp" color = "swim_purp"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/green /obj/item/clothing/under/swimsuit/green
name = "green swimsuit" name = "green swimsuit"
desc = "An oldfashioned green swimsuit." desc = "An oldfashioned green swimsuit."
icon_state = "swim_green" icon_state = "swim_green"
color = "swim_green" color = "swim_green"
siemens_coefficient = 1
/obj/item/clothing/under/swimsuit/red /obj/item/clothing/under/swimsuit/red
name = "red swimsuit" name = "red swimsuit"
desc = "An oldfashioned red swimsuit." desc = "An oldfashioned red swimsuit."
icon_state = "swim_red" icon_state = "swim_red"
color = "swim_red" color = "swim_red"
siemens_coefficient = 1

View File

@@ -3,11 +3,13 @@
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user." desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
icon_state = "wizard" icon_state = "wizard"
//Not given any special protective value since the magic robes are full-body protection --NEO //Not given any special protective value since the magic robes are full-body protection --NEO
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/red /obj/item/clothing/head/wizard/red
name = "red wizard hat" name = "red wizard hat"
desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user." desc = "Strange-looking, red, hat-wear that most certainly belongs to a real magic user."
icon_state = "redwizard" icon_state = "redwizard"
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/fake /obj/item/clothing/head/wizard/fake
name = "wizard hat" name = "wizard hat"
@@ -18,12 +20,14 @@
name = "Witch Hat" name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs." desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa" icon_state = "marisa"
siemens_coefficient = 0.8
/obj/item/clothing/head/wizard/magus /obj/item/clothing/head/wizard/magus
name = "Magus Helm" name = "Magus Helm"
desc = "A mysterious helmet that hums with an unearthly power" desc = "A mysterious helmet that hums with an unearthly power"
icon_state = "magus" icon_state = "magus"
item_state = "magus" item_state = "magus"
siemens_coefficient = 0.8
/obj/item/clothing/suit/wizrobe /obj/item/clothing/suit/wizrobe
@@ -37,7 +41,7 @@
armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20) armor = list(melee = 30, bullet = 20, laser = 20,energy = 20, bomb = 20, bio = 20, rad = 20)
allowed = list(/obj/item/weapon/teleportation_scroll) allowed = list(/obj/item/weapon/teleportation_scroll)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0.8
/obj/item/clothing/suit/wizrobe/red /obj/item/clothing/suit/wizrobe/red
name = "red wizard robe" name = "red wizard robe"
@@ -72,12 +76,14 @@
item_state = "wizrobe" item_state = "wizrobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0
/obj/item/clothing/head/wizard/marisa/fake /obj/item/clothing/head/wizard/marisa/fake
name = "Witch Hat" name = "Witch Hat"
desc = "Strange-looking hat-wear, makes you want to cast fireballs." desc = "Strange-looking hat-wear, makes you want to cast fireballs."
icon_state = "marisa" icon_state = "marisa"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0
/obj/item/clothing/suit/wizrobe/marisa/fake /obj/item/clothing/suit/wizrobe/marisa/fake
name = "Witch Robe" name = "Witch Robe"
@@ -86,4 +92,5 @@
item_state = "marisarobe" item_state = "marisarobe"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 1.0

View File

@@ -6,7 +6,7 @@
color = "black" color = "black"
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist." desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3" origin_tech = "syndicate=3"
siemens_coefficient = 0 siemens_coefficient = 0.8
var/list/clothing_choices = list() var/list/clothing_choices = list()
New() New()

View File

@@ -16,6 +16,7 @@
color = "warden" color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/security /obj/item/clothing/under/rank/security
name = "security officer's jumpsuit" name = "security officer's jumpsuit"
@@ -25,6 +26,7 @@
color = "secred" color = "secred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/dispatch /obj/item/clothing/under/rank/dispatch
name = "dispatcher's uniform" name = "dispatcher's uniform"
@@ -34,6 +36,7 @@
color = "dispatch" color = "dispatch"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/under/rank/security2 /obj/item/clothing/under/rank/security2
name = "security officer's uniform" name = "security officer's uniform"
@@ -43,6 +46,7 @@
color = "redshirt2" color = "redshirt2"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/* /*
* Detective * Detective
@@ -55,6 +59,7 @@
color = "detective" color = "detective"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0.9
/obj/item/clothing/head/det_hat /obj/item/clothing/head/det_hat
@@ -63,6 +68,7 @@
icon_state = "detective" icon_state = "detective"
allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen) allowed = list(/obj/item/weapon/reagent_containers/food/snacks/candy_corn, /obj/item/weapon/pen)
armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0) armor = list(melee = 50, bullet = 5, laser = 25,energy = 10, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0.9
/* /*
* Head of Security * Head of Security
@@ -75,7 +81,7 @@
color = "hosred" color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
flags = FPRINT | TABLEPASS flags = FPRINT | TABLEPASS
siemens_coefficient = 0 siemens_coefficient = 0.8
/obj/item/clothing/head/helmet/HoS /obj/item/clothing/head/helmet/HoS
@@ -86,7 +92,7 @@
armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0) armor = list(melee = 80, bullet = 60, laser = 50,energy = 10, bomb = 25, bio = 10, rad = 0)
flags_inv = 0 flags_inv = 0
flags_inv = HIDEEARS flags_inv = HIDEEARS
siemens_coefficient = 0 siemens_coefficient = 0.8
/obj/item/clothing/suit/armor/hos /obj/item/clothing/suit/armor/hos
@@ -97,7 +103,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list(melee = 65, bullet = 30, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/HoS/dermal /obj/item/clothing/head/helmet/HoS/dermal
@@ -105,6 +111,7 @@
desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head." desc = "You're not quite sure how you manage to take it on and off, but it implants nicely in your head."
icon_state = "dermal" icon_state = "dermal"
item_state = "dermal" item_state = "dermal"
siemens_coefficient = 0.6
//Jensen cosplay gear //Jensen cosplay gear
/obj/item/clothing/under/rank/head_of_security/jensen /obj/item/clothing/under/rank/head_of_security/jensen
@@ -113,7 +120,7 @@
icon_state = "jensen" icon_state = "jensen"
item_state = "jensen" item_state = "jensen"
color = "jensen" color = "jensen"
siemens_coefficient = 0 siemens_coefficient = 0.6
/obj/item/clothing/suit/armor/hos/jensen /obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat" name = "armored trenchcoat"
@@ -121,4 +128,4 @@
icon_state = "jensencoat" icon_state = "jensencoat"
item_state = "jensencoat" item_state = "jensencoat"
flags_inv = 0 flags_inv = 0
siemens_coefficient = 0 siemens_coefficient = 0.6

View File

@@ -6,7 +6,7 @@
color = "syndicate" color = "syndicate"
has_sensor = 0 has_sensor = 0
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
siemens_coefficient = 0 siemens_coefficient = 0.9
/obj/item/clothing/under/syndicate/combat /obj/item/clothing/under/syndicate/combat
name = "combat turtleneck" name = "combat turtleneck"

View File

@@ -14,16 +14,24 @@ emp_act
if(istype(P, /obj/item/projectile/energy/electrode)) if(istype(P, /obj/item/projectile/energy/electrode))
var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy! var/datum/organ/external/select_area = get_organ(def_zone) // We're checking the outside, buddy!
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking? var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes) // What all are we checking?
// var/deflectchance=90 //Is it a CRITICAL HIT with that taser?
for(var/bp in body_parts) //Make an unregulated var to pass around. for(var/bp in body_parts) //Make an unregulated var to pass around.
if(!bp) if(!bp)
continue //Does this thing we're shooting even exist? continue //Does this thing we're shooting even exist?
if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed if(bp && istype(bp ,/obj/item/clothing)) // If it exists, and it's clothed
var/obj/item/clothing/C = bp // Then call an argument C to be that clothing! var/obj/item/clothing/C = bp // Then call an argument C to be that clothing!
if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered? if(C.body_parts_covered & select_area.body_part) // Is that body part being targeted covered?
P.agony=P.agony*C.siemens_coefficient
visible_message("\red [src]'s [C.name] absorbs some of the shock from the [P.name]!</B></red>")
apply_effect(P.agony,AGONY,0)
del P
/* Commenting out new-old taser nerf.
if(C.siemens_coefficient == 0) //If so, is that clothing shock proof? if(C.siemens_coefficient == 0) //If so, is that clothing shock proof?
visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT! if(prob(deflectchance))
del P visible_message("\red <B>The [P.name] gets deflected by [src]'s [C.name]!</B>") //DEFLECT!
visible_message("\red <B> Taser hit for [P.damage] damage!</B>")
del P
*/
/* Commenting out old Taser nerf /* Commenting out old Taser nerf
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor)) if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor))
if(istype(P, /obj/item/projectile/energy/electrode)) if(istype(P, /obj/item/projectile/energy/electrode))
@@ -32,6 +40,7 @@ emp_act
return -1 return -1
*/ */
// END TASER NERF // END TASER NERF
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof)) if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 40 - round(P.damage/3) var/reflectchance = 40 - round(P.damage/3)

View File

@@ -944,19 +944,21 @@
del a del a
if(halloss > 100) if(halloss > 100)
src << "<span class='notice'>You're too tired to keep going...</span>" src << "<span class='notice'>You're in too much pain to keep going...</span>"
for(var/mob/O in oviewers(src, null)) for(var/mob/O in oviewers(src, null))
O.show_message("<B>[src]</B> slumps to the ground panting, too weak to continue fighting.", 1) O.show_message("<B>[src]</B> slumps to the ground, too weak to continue fighting.", 1)
Paralyse(3) Paralyse(10)
setHalLoss(99) setHalLoss(99)
if(paralysis) if(paralysis)
AdjustParalysis(-1) AdjustParalysis(-1)
blinded = 1 blinded = 1
stat = UNCONSCIOUS stat = UNCONSCIOUS
if(halloss > 0)
adjustHalLoss(-6)
else if(sleeping) else if(sleeping)
handle_dreams() handle_dreams()
adjustHalLoss(-5) adjustHalLoss(-6)
if (mind) if (mind)
if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced. if((mind.active && client != null) || immune_to_ssd) //This also checks whether a client is connected, if not, sleep is not reduced.
sleeping = max(sleeping-1, 0) sleeping = max(sleeping-1, 0)
@@ -965,9 +967,14 @@
if( prob(10) && health && !hal_crit ) if( prob(10) && health && !hal_crit )
spawn(0) spawn(0)
emote("snore") emote("snore")
else if(resting)
if(halloss > 0)
adjustHalLoss(-6)
//CONSCIOUS //CONSCIOUS
else else
stat = CONSCIOUS stat = CONSCIOUS
if(halloss > 0)
adjustHalLoss(-2)
//Eyes //Eyes
if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own if(sdisabilities & BLIND) //disabled-blind, doesn't get better on its own

View File

@@ -49,6 +49,8 @@
Weaken(effect/(blocked+1)) Weaken(effect/(blocked+1))
if(PARALYZE) if(PARALYZE)
Paralyse(effect/(blocked+1)) Paralyse(effect/(blocked+1))
if(AGONY)
halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
if(IRRADIATE) if(IRRADIATE)
radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor radiation += max((((effect - (effect*(getarmor(null, "rad")/100))))/(blocked+1)),0)//Rads auto check armor
if(STUTTER) if(STUTTER)
@@ -62,7 +64,7 @@
return 1 return 1
/mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0) /mob/living/proc/apply_effects(var/stun = 0, var/weaken = 0, var/paralyze = 0, var/agony = 0, var/irradiate = 0, var/stutter = 0, var/eyeblur = 0, var/drowsy = 0, var/blocked = 0)
if(blocked >= 2) return 0 if(blocked >= 2) return 0
if(stun) apply_effect(stun, STUN, blocked) if(stun) apply_effect(stun, STUN, blocked)
if(weaken) apply_effect(weaken, WEAKEN, blocked) if(weaken) apply_effect(weaken, WEAKEN, blocked)
@@ -71,4 +73,5 @@
if(stutter) apply_effect(stutter, STUTTER, blocked) if(stutter) apply_effect(stutter, STUTTER, blocked)
if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked) if(eyeblur) apply_effect(eyeblur, EYE_BLUR, blocked)
if(drowsy) apply_effect(drowsy, DROWSY, blocked) if(drowsy) apply_effect(drowsy, DROWSY, blocked)
if(agony) apply_effect(agony, AGONY, blocked)
return 1 return 1

View File

@@ -168,7 +168,7 @@
playsound(user, fire_sound, 50, 1) playsound(user, fire_sound, 50, 1)
in_chamber.on_hit(M) in_chamber.on_hit(M)
if (!in_chamber.nodamage) if (!in_chamber.nodamage)
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]") user.apply_damage(in_chamber.damage*100, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]")
else else
user << "<span class = 'notice'>You feel dumb for trying this...</span>" user << "<span class = 'notice'>You feel dumb for trying this...</span>"
del(in_chamber) del(in_chamber)

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@@ -48,6 +48,7 @@
var/stutter = 0 var/stutter = 0
var/eyeblur = 0 var/eyeblur = 0
var/drowsy = 0 var/drowsy = 0
var/agony = 0
proc/on_hit(var/atom/target, var/blocked = 0) proc/on_hit(var/atom/target, var/blocked = 0)
@@ -55,7 +56,7 @@
if(!isliving(target)) return 0 if(!isliving(target)) return 0
if(isanimal(target)) return 0 if(isanimal(target)) return 0
var/mob/living/L = target var/mob/living/L = target
L.apply_effects(stun, weaken, paralyze, irradiate, stutter, eyeblur, drowsy, blocked) L.apply_effects(stun, weaken, paralyze, agony, irradiate, stutter, eyeblur, drowsy, blocked) // add in AGONY!
return 1 return 1
proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not. proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
@@ -114,6 +115,7 @@
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a [src]") //BS12 EDIT ALG
spawn(0) spawn(0)
if(A) if(A)
if (!forcedodge) if (!forcedodge)
forcedodge = A.bullet_act(src, def_zone) // searches for return value forcedodge = A.bullet_act(src, def_zone) // searches for return value
@@ -125,7 +127,6 @@
loc = A.loc loc = A.loc
permutated.Add(A) permutated.Add(A)
return 0 return 0
if(istype(A,/turf)) if(istype(A,/turf))
for(var/obj/O in A) for(var/obj/O in A)
O.bullet_act(src) O.bullet_act(src)

View File

@@ -9,14 +9,15 @@
/obj/item/projectile/energy/electrode /obj/item/projectile/energy/electrode
name = "electrode" name = "electrode"
icon_state = "spark" icon_state = "spark"
/* - Old taser bit nodamage = 1
nodamage = 0 /*
stun = 10 stun = 10
weaken = 10 weaken = 10
stutter = 10 stutter = 10
*/ */
damage = 40 agony = 40
damage_type = HALLOSS damage_type = HALLOSS
//Damage will be handled on the MOB side, to prevent window shattering.

View File

@@ -427,6 +427,7 @@ var/list/global_mutations = list() // list of hidden mutation things
#define WEAKEN "weaken" #define WEAKEN "weaken"
#define PARALYZE "paralize" #define PARALYZE "paralize"
#define IRRADIATE "irradiate" #define IRRADIATE "irradiate"
#define AGONY "agony" // Added in PAIN!
#define STUTTER "stutter" #define STUTTER "stutter"
#define EYE_BLUR "eye_blur" #define EYE_BLUR "eye_blur"
#define DROWSY "drowsy" #define DROWSY "drowsy"

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