mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
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:
@@ -88,7 +88,7 @@ BLIND // can't see anything
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|||||||
desc = "Comfortable-looking shoes."
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desc = "Comfortable-looking shoes."
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gender = PLURAL //Carn: for grammarically correct text-parsing
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gender = PLURAL //Carn: for grammarically correct text-parsing
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var/chained = 0
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var/chained = 0
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siemens_coefficient = 0.9
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body_parts_covered = FEET
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body_parts_covered = FEET
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slot_flags = SLOT_FEET
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slot_flags = SLOT_FEET
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@@ -105,6 +105,7 @@ BLIND // can't see anything
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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slot_flags = SLOT_OCLOTHING
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slot_flags = SLOT_OCLOTHING
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var/blood_overlay_type = "suit"
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var/blood_overlay_type = "suit"
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siemens_coefficient = 0.9
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//Spacesuit
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//Spacesuit
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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//Note: Everything in modules/clothing/spacesuits should have the entire suit grouped together.
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@@ -120,6 +121,7 @@ BLIND // can't see anything
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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cold_protection = HEAD
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.9
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/obj/item/clothing/suit/space
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/obj/item/clothing/suit/space
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name = "Space suit"
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name = "Space suit"
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@@ -137,6 +139,7 @@ BLIND // can't see anything
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.9
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//Under clothing
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//Under clothing
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@@ -3,7 +3,7 @@
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name = "ninja gloves"
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name = "ninja gloves"
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icon_state = "s-ninja"
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icon_state = "s-ninja"
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item_state = "s-ninja"
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item_state = "s-ninja"
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siemens_coefficient = 0
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siemens_coefficient = 0.2
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var/draining = 0
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var/draining = 0
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var/candrain = 0
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var/candrain = 0
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var/mindrain = 200
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var/mindrain = 200
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@@ -32,7 +32,7 @@
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name = "\improper SWAT Gloves"
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name = "\improper SWAT Gloves"
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icon_state = "black"
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icon_state = "black"
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item_state = "swat_gl"
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item_state = "swat_gl"
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siemens_coefficient = 0
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siemens_coefficient = 0.6
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permeability_coefficient = 0.05
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permeability_coefficient = 0.05
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cold_protection = HANDS
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cold_protection = HANDS
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@@ -70,3 +70,4 @@
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icon_state = "leather"
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icon_state = "leather"
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item_state = "ggloves"
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item_state = "ggloves"
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permeability_coefficient = 0.9
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permeability_coefficient = 0.9
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siemens_coefficient = 0.9
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@@ -9,7 +9,7 @@
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if(C.amount >= 2)
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if(C.amount >= 2)
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C.use(2)
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C.use(2)
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wired = 1
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wired = 1
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siemens_coefficient = 1
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siemens_coefficient = 3.0
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user << "<span class='notice'>You wrap some wires around [src].</span>"
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user << "<span class='notice'>You wrap some wires around [src].</span>"
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update_icon()
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update_icon()
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else
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else
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@@ -10,6 +10,7 @@
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
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armor = list(melee = 30, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20)
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flags_inv = 0
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flags_inv = 0
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icon_action_button = "action_hardhat"
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icon_action_button = "action_hardhat"
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siemens_coefficient = 0.9
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attack_self(mob/user)
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attack_self(mob/user)
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if(!isturf(user.loc))
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if(!isturf(user.loc))
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@@ -10,7 +10,7 @@
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min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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min_cold_protection_temperature = HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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heat_protection = HEAD
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heat_protection = HEAD
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
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max_heat_protection_temperature = HELMET_MAX_HEAT_PROTECITON_TEMPERATURE
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siemens_coefficient = 0
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siemens_coefficient = 0.7
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/obj/item/clothing/head/helmet/warden
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/obj/item/clothing/head/helmet/warden
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name = "warden's hat"
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name = "warden's hat"
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@@ -26,6 +26,7 @@
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES
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armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
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armor = list(melee = 82, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0)
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flags_inv = HIDEEARS
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flags_inv = HIDEEARS
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siemens_coefficient = 0.7
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/obj/item/clothing/head/helmet/swat
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/obj/item/clothing/head/helmet/swat
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name = "\improper SWAT helmet"
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name = "\improper SWAT helmet"
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@@ -37,6 +38,7 @@
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flags_inv = HIDEEARS|HIDEEYES
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flags_inv = HIDEEARS|HIDEEYES
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cold_protection = HEAD
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.5
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/obj/item/clothing/head/helmet/thunderdome
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/obj/item/clothing/head/helmet/thunderdome
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name = "\improper Thunderdome helmet"
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name = "\improper Thunderdome helmet"
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@@ -7,6 +7,7 @@
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item_state = "chef"
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item_state = "chef"
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desc = "The commander in chef's head wear."
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desc = "The commander in chef's head wear."
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flags = FPRINT | TABLEPASS
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flags = FPRINT | TABLEPASS
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siemens_coefficient = 0.9
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//Captain: This probably shouldn't be space-worthy
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//Captain: This probably shouldn't be space-worthy
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/obj/item/clothing/head/caphat
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/obj/item/clothing/head/caphat
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@@ -15,6 +16,7 @@
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desc = "It's good being the king."
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desc = "It's good being the king."
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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item_state = "caphat"
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item_state = "caphat"
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siemens_coefficient = 0.9
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//Captain: This probably shouldn't be space-worthy
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//Captain: This probably shouldn't be space-worthy
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/obj/item/clothing/head/helmet/cap
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/obj/item/clothing/head/helmet/cap
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@@ -25,6 +27,7 @@
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flags_inv = 0
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flags_inv = 0
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cold_protection = HEAD
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cold_protection = HEAD
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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min_cold_protection_temperature = SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE
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siemens_coefficient = 0.9
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//Chaplain
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//Chaplain
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/obj/item/clothing/head/chaplain_hood
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/obj/item/clothing/head/chaplain_hood
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@@ -32,6 +35,7 @@
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desc = "It's hood that covers the head. It keeps you warm during the space winters."
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desc = "It's hood that covers the head. It keeps you warm during the space winters."
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icon_state = "chaplain_hood"
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icon_state = "chaplain_hood"
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
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siemens_coefficient = 0.9
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//Chaplain
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//Chaplain
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/obj/item/clothing/head/nun_hood
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/obj/item/clothing/head/nun_hood
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@@ -39,6 +43,7 @@
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desc = "Maximum piety in this star system."
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desc = "Maximum piety in this star system."
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icon_state = "nun_hood"
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icon_state = "nun_hood"
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
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flags = FPRINT|TABLEPASS|HEADCOVERSEYES|BLOCKHAIR
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siemens_coefficient = 0.9
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//Mime
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//Mime
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/obj/item/clothing/head/beret
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/obj/item/clothing/head/beret
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@@ -46,6 +51,7 @@
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desc = "A beret, an artists favorite headwear."
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desc = "A beret, an artists favorite headwear."
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icon_state = "beret"
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icon_state = "beret"
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flags = FPRINT | TABLEPASS
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flags = FPRINT | TABLEPASS
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siemens_coefficient = 0.9
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//Security
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//Security
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/obj/item/clothing/head/beret/sec
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/obj/item/clothing/head/beret/sec
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@@ -6,6 +6,7 @@
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desc = "It's good to be emperor."
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desc = "It's good to be emperor."
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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item_state = "centhat"
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item_state = "centhat"
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siemens_coefficient = 0.9
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/obj/item/clothing/head/hairflower
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/obj/item/clothing/head/hairflower
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name = "hair flower pin"
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name = "hair flower pin"
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@@ -26,6 +27,7 @@
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icon_state = "tophat"
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icon_state = "tophat"
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item_state = "that"
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item_state = "that"
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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siemens_coefficient = 0.9
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/obj/item/clothing/head/redcoat
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/obj/item/clothing/head/redcoat
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name = "redcoat's hat"
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name = "redcoat's hat"
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@@ -45,6 +47,7 @@
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icon_state = "plaguedoctor"
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icon_state = "plaguedoctor"
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flags = FPRINT | TABLEPASS
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flags = FPRINT | TABLEPASS
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permeability_coefficient = 0.01
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permeability_coefficient = 0.01
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siemens_coefficient = 0.9
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/obj/item/clothing/head/hasturhood
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/obj/item/clothing/head/hasturhood
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name = "hastur's hood"
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name = "hastur's hood"
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@@ -57,6 +60,7 @@
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desc = "It allows quick identification of trained medical personnel."
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desc = "It allows quick identification of trained medical personnel."
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icon_state = "nursehat"
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icon_state = "nursehat"
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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siemens_coefficient = 0.9
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|
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/obj/item/clothing/head/syndicatefake
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/obj/item/clothing/head/syndicatefake
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name = "red space-helmet replica"
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name = "red space-helmet replica"
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@@ -65,6 +69,7 @@
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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!"
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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!"
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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flags = FPRINT | TABLEPASS | BLOCKHAIR
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||||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
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siemens_coefficient = 2.0
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||||||
|
|
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/obj/item/clothing/head/cueball
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/obj/item/clothing/head/cueball
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name = "cueball helmet"
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name = "cueball helmet"
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@@ -82,6 +87,7 @@
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flags = FPRINT|TABLEPASS
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flags = FPRINT|TABLEPASS
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||||||
flags_inv = 0
|
flags_inv = 0
|
||||||
|
|
||||||
|
|
||||||
/obj/item/clothing/head/greenbandana
|
/obj/item/clothing/head/greenbandana
|
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name = "green bandana"
|
name = "green bandana"
|
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desc = "It's a green bandana with some fine nanotech lining."
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desc = "It's a green bandana with some fine nanotech lining."
|
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@@ -132,6 +138,7 @@
|
|||||||
desc = "A working man's cap."
|
desc = "A working man's cap."
|
||||||
icon_state = "flat_cap"
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icon_state = "flat_cap"
|
||||||
item_state = "detective"
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item_state = "detective"
|
||||||
|
siemens_coefficient = 0.9
|
||||||
|
|
||||||
/obj/item/clothing/head/pirate
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/obj/item/clothing/head/pirate
|
||||||
name = "pirate hat"
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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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
@@ -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"
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
@@ -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
|
||||||
@@ -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"
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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)
|
||||||
|
|||||||
@@ -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.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -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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|
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Reference in New Issue
Block a user