mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
https://github.com/CHOMPStation2/CHOMPStation2/pull/2553 Added Commonwealth voidsuits from Bay. Changed these to Solgov to address https://github.com/CHOMPStation2/CHOMPStation2/issues/2598 <3
416 lines
19 KiB
Plaintext
416 lines
19 KiB
Plaintext
//Access restriction and seal delay, plus pat_module and rescue_pharm for medical suit
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/obj/item/weapon/rig/medical/equipped
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req_access = list(access_medical)
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seal_delay = 5
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initial_modules = list(
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/obj/item/rig_module/maneuvering_jets,
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/obj/item/rig_module/sprinter,
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/obj/item/rig_module/pat_module,
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/obj/item/rig_module/rescue_pharm
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)
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//Armor reduction for industrial suit
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/obj/item/weapon/rig/industrial/vendor
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desc = "A heavy, powerful hardsuit used by construction crews and mining corporations. This is a mass production model with reduced armor."
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armor = list(melee = 50, bullet = 10, laser = 20, energy = 15, bomb = 30, bio = 100, rad = 50)
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//Area allowing backpacks to be placed on rigsuits.
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/obj/item/weapon/rig/vox
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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)
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/obj/item/weapon/rig/combat
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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)
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/obj/item/weapon/rig/ert
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/tool/crowbar, \
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/obj/item/weapon/tool/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/tool/wirecutters, /obj/item/weapon/tool/wrench, /obj/item/device/multitool, \
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/obj/item/device/radio, /obj/item/device/analyzer,/obj/item/weapon/storage/briefcase/inflatable, /obj/item/weapon/melee/baton, /obj/item/weapon/gun, \
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/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)
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/obj/item/weapon/rig/light/ninja
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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)
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/obj/item/weapon/rig/merc
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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)
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/obj/item/weapon/rig/ce
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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)
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/obj/item/weapon/rig/medical
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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)
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/obj/item/weapon/rig/hazmat
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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)
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/obj/item/weapon/rig/hazard
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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)
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/obj/item/weapon/rig/industrial
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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)
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/obj/item/weapon/rig/military
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/handcuffs, \
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/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/weldingtool, /obj/item/weapon/tool, /obj/item/device/multitool, \
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/obj/item/device/radio, /obj/item/device/analyzer,/obj/item/weapon/storage/briefcase/inflatable, /obj/item/weapon/melee/baton, /obj/item/weapon/gun, \
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/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)
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/obj/item/weapon/rig/pmc
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/tool/crowbar, \
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/obj/item/weapon/tool/screwdriver, /obj/item/weapon/weldingtool, /obj/item/weapon/tool/wirecutters, /obj/item/weapon/tool/wrench, /obj/item/device/multitool, \
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/obj/item/device/radio, /obj/item/device/analyzer,/obj/item/weapon/storage/briefcase/inflatable, /obj/item/weapon/melee/baton, /obj/item/weapon/gun, \
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/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)
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/obj/item/weapon/rig/robotics
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allowed = list(/obj/item/device/flashlight, /obj/item/weapon/storage/box, /obj/item/weapon/storage/belt, /obj/item/device/defib_kit/compact)
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// 'Technomancer' hardsuit
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/obj/item/weapon/rig/focalpoint
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name = "\improper F.P.E. hardsuit control module"
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desc = "A high-end hardsuit produced by Focal Point Energistics, focused around repair and construction."
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icon = 'icons/obj/rig_modules_vr.dmi' // the item
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default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
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icon_state = "techno_rig"
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suit_type = "\improper F.P.E. hardsuit"
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cell_type = /obj/item/weapon/cell/hyper
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// Copied from CE rig
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slowdown = 0
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offline_slowdown = 0
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offline_vision_restriction = 0
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rigsuit_max_pressure = 20 * ONE_ATMOSPHERE // Max pressure the rig protects against when sealed
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rigsuit_min_pressure = 0 // Min pressure the rig protects against when sealed
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min_cold_protection_temperature = SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE
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max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE // so it's like a rig firesuit
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armor = list("melee" = 40, "bullet" = 10, "laser" = 30, "energy" = 55, "bomb" = 70, "bio" = 100, "rad" = 100)
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chest_type = /obj/item/clothing/suit/space/rig/focalpoint
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helm_type = /obj/item/clothing/head/helmet/space/rig/focalpoint
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boot_type = /obj/item/clothing/shoes/magboots/rig/focalpoint
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glove_type = /obj/item/clothing/gloves/gauntlets/rig/focalpoint
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/obj/item/weapon/rig/focalpoint/equipped
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initial_modules = list(
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/obj/item/rig_module/maneuvering_jets,
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/obj/item/rig_module/teleporter, // Try not to set yourself on fire
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/obj/item/rig_module/device/rcd,
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/obj/item/rig_module/grenade_launcher/metalfoam
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)
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/obj/item/clothing/head/helmet/space/rig/focalpoint
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icon = 'icons/inventory/head/item_vr.dmi'
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default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
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icon_state = "techno_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/suit/space/rig/focalpoint
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icon = 'icons/inventory/suit/item_vr.dmi'
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default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
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icon_state = "techno_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/shoes/magboots/rig/focalpoint
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icon = 'icons/inventory/feet/item_vr.dmi'
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default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
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icon_state = "techno_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/gloves/gauntlets/rig/focalpoint
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icon = 'icons/inventory/hands/item_vr.dmi'
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default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
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icon_state = "techno_rig"
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siemens_coefficient = 0
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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// 'Ironhammer' hardsuit
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/obj/item/weapon/rig/hephaestus
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name = "\improper Hephaestus hardsuit control module"
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desc = "A high-end hardsuit produced by Hephaestus Industries, focused on destroying the competition. Literally."
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icon = 'icons/obj/rig_modules_vr.dmi' // the item
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default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
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icon_state = "ihs_rig"
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suit_type = "\improper Hephaestus hardsuit"
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cell_type = /obj/item/weapon/cell/super
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armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 50, "bomb" = 60, "bio" = 100, "rad" = 20)
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chest_type = /obj/item/clothing/suit/space/rig/hephaestus
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helm_type = /obj/item/clothing/head/helmet/space/rig/hephaestus
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boot_type = /obj/item/clothing/shoes/magboots/rig/hephaestus
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glove_type = /obj/item/clothing/gloves/gauntlets/rig/hephaestus
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/obj/item/weapon/rig/hephaestus/equipped
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initial_modules = list(
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/obj/item/rig_module/maneuvering_jets,
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/obj/item/rig_module/grenade_launcher,
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/obj/item/rig_module/mounted/egun,
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/obj/item/rig_module/mounted/energy_blade
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)
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/obj/item/clothing/head/helmet/space/rig/hephaestus
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icon = 'icons/inventory/head/item_vr.dmi'
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default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
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icon_state = "ihs_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/suit/space/rig/hephaestus
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icon = 'icons/inventory/suit/item_vr.dmi'
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default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
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icon_state = "ihs_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/shoes/magboots/rig/hephaestus
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icon = 'icons/inventory/feet/item_vr.dmi'
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default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
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icon_state = "ihs_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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/obj/item/clothing/gloves/gauntlets/rig/hephaestus
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icon = 'icons/inventory/hands/item_vr.dmi'
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default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
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icon_state = "ihs_rig"
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// No animal people sprites for these yet, sad times
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species_restricted = list("exclude", SPECIES_TESHARI, SPECIES_VOX, SPECIES_DIONA)
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sprite_sheets = null
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// 'Zero' rig
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/obj/item/weapon/rig/zero
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name = "null hardsuit control module"
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desc = "A very lightweight suit designed to allow use inside mechs and starfighters. It feels like you're wearing nothing at all."
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icon = 'icons/obj/rig_modules_vr.dmi' // the item
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default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
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icon_state = "null_rig"
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suit_type = "null hardsuit"
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cell_type = /obj/item/weapon/cell/high
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chest_type = /obj/item/clothing/suit/space/rig/zero
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helm_type = /obj/item/clothing/head/helmet/space/rig/zero
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boot_type = null
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glove_type = null
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slowdown = 0
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offline_slowdown = 1
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offline_vision_restriction = 2
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armor = list("melee" = 20, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 35, "bio" = 100, "rad" = 20)
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/obj/item/weapon/rig/zero/equipped
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initial_modules = list(
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/obj/item/rig_module/maneuvering_jets
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)
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/obj/item/clothing/head/helmet/space/rig/zero
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desc = "A bubble helmet that maximizes the field of view. A state of the art holographic display provides a stream of information."
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icon = 'icons/inventory/head/item_vr.dmi'
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default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
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icon_state = "null_rig"
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sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
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sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
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slowdown = 0
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/obj/item/clothing/suit/space/rig/zero
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icon = 'icons/inventory/suit/item_vr.dmi'
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default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
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icon_state = "null_rig"
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sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
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sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
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body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS // like a voidsuit
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slowdown = 0
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// Medical rig from bay
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// CHOMPEdit: Commonwealth -> Solgov.
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/obj/item/weapon/rig/baymed
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name = "\improper Solgov medical hardsuit control module"
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desc = "A lightweight first responder hardsuit from Solgov. Not suitable for combat use, but advanced myomer fibers can push the user to incredible speeds."
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icon = 'icons/obj/rig_modules_vr.dmi' // the item
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default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
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icon_state = "medical_rig_bay"
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item_state = null
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suit_type = "medical hardsuit"
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cell_type = /obj/item/weapon/cell/high
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chest_type = /obj/item/clothing/suit/space/rig/baymed
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helm_type = /obj/item/clothing/head/helmet/space/rig/baymed
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boot_type = /obj/item/clothing/shoes/magboots/rig/baymed
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glove_type = /obj/item/clothing/gloves/gauntlets/rig/baymed
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// speedy paper
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slowdown = -0.5
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armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 25, "bio" = 100, "rad" = 20)
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/obj/item/weapon/rig/baymed/equipped
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req_access = list(access_medical)
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initial_modules = list(
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/obj/item/rig_module/maneuvering_jets,
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/obj/item/rig_module/sprinter,
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/obj/item/rig_module/pat_module,
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/obj/item/rig_module/rescue_pharm
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)
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/obj/item/clothing/head/helmet/space/rig/baymed
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icon = 'icons/inventory/head/item_vr.dmi'
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default_worn_icon = 'icons/inventory/head/mob_vr.dmi'
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icon_state = "medical_rig_bay"
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item_state = null
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sprite_sheets = ALL_VR_SPRITE_SHEETS_HEAD_MOB
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sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_HEAD_ITEM
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/obj/item/clothing/suit/space/rig/baymed
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icon = 'icons/inventory/suit/item_vr.dmi'
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default_worn_icon = 'icons/inventory/suit/mob_vr.dmi'
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icon_state = "medical_rig_bay"
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item_state = null
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sprite_sheets = ALL_VR_SPRITE_SHEETS_SUIT_MOB
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sprite_sheets_obj = ALL_VR_SPRITE_SHEETS_SUIT_ITEM
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/obj/item/clothing/shoes/magboots/rig/baymed
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icon = 'icons/inventory/feet/item_vr.dmi'
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default_worn_icon = 'icons/inventory/feet/mob_vr.dmi'
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icon_state = "medical_rig_bay"
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item_state = null
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sprite_sheets = null
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sprite_sheets_obj = null
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/obj/item/clothing/gloves/gauntlets/rig/baymed
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icon = 'icons/inventory/hands/item_vr.dmi'
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default_worn_icon = 'icons/inventory/hands/mob_vr.dmi'
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icon_state = "medical_rig_bay"
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item_state = null
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sprite_sheets = null
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sprite_sheets_obj = null
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// Engineering/'Industrial' rig from bay
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// CHOMPEdit: Commonwealth -> Solgov.
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/obj/item/weapon/rig/bayeng
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name = "\improper Solgov engineering hardsuit control module"
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desc = "An advanced construction hardsuit from Solgov. Built like a tank. Don't expect to be taking any tight corners while running."
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icon = 'icons/obj/rig_modules_vr.dmi' // the item
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default_mob_icon = 'icons/mob/rig_back_vr.dmi' // the onmob
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icon_state = "engineering_rig_bay"
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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
|