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