Removes bio resist from the code (#21108)

* BIO armor is kill

* some more stuff that uses bio resist

* I did a scuffed merge conflict solve but it works
This commit is contained in:
DGamerL
2023-06-03 10:50:22 +02:00
committed by GitHub
parent edef576f2e
commit 173bfb92f5
163 changed files with 428 additions and 430 deletions
-1
View File
@@ -16,7 +16,6 @@
#define LASER "laser"
#define ENERGY "energy"
#define BOMB "bomb"
#define BIO "bio"
#define RAD "rad"
#define FIRE "fire"
#define ACID "acid"
+9 -12
View File
@@ -1,9 +1,9 @@
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]"
#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[rad]-[fire]-[acid]-[magic]"
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0)
/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 0, acid = 0, magic = 0)
. = locate(ARMORID)
if (!.)
. = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic)
. = new /datum/armor(melee, bullet, laser, energy, bomb, rad, fire, acid, magic)
/datum/armor
var/melee
@@ -11,7 +11,6 @@
var/laser
var/energy
var/bomb
var/bio
var/rad
var/fire
var/acid
@@ -23,18 +22,17 @@
laser = laser_value
energy = energy_value
bomb = bomb_value
bio = bio_value
rad = rad_value
fire = fire_value
acid = acid_value
magic = magic_value
tag = ARMORID
/datum/armor/proc/modifyRating(melee_value = 0, bullet_value = 0, laser_value = 0, energy_value = 0, bomb_value = 0, bio_value = 0, rad_value = 0, fire_value = 0, acid_value = 0, magic_value = 0)
return getArmor(melee + melee_value, bullet + bullet_value, laser + laser_value, energy + energy_value, bomb + bomb_value, bio + bio_value, rad + rad_value, fire + fire_value, acid + acid_value, magic + magic_value)
/datum/armor/proc/modifyRating(melee_value = 0, bullet_value = 0, laser_value = 0, energy_value = 0, bomb_value = 0, rad_value = 0, fire_value = 0, acid_value = 0, magic_value = 0)
return getArmor(melee + melee_value, bullet + bullet_value, laser + laser_value, energy + energy_value, bomb + bomb_value, rad + rad_value, fire + fire_value, acid + acid_value, magic + magic_value)
/datum/armor/proc/modifyAllRatings(modifier = 0)
return getArmor(melee + modifier, bullet + modifier, laser + modifier, energy + modifier, bomb + modifier, bio + modifier, rad + modifier, fire + modifier, acid + modifier, magic + modifier)
return getArmor(melee + modifier, bullet + modifier, laser + modifier, energy + modifier, bomb + modifier, rad + modifier, fire + modifier, acid + modifier, magic + modifier)
/datum/armor/proc/setRating(melee_value, bullet_value, laser_value, energy_value, bomb_value, bio_value, rad_value, fire_value, acid_value, magic_value)
return getArmor((isnull(melee_value) ? melee : melee_value),\
@@ -42,7 +40,6 @@
(isnull(laser_value) ? laser : laser_value),\
(isnull(energy_value) ? energy : energy_value),\
(isnull(bomb_value) ? bomb : bomb_value),\
(isnull(bio_value) ? bio : bio_value),\
(isnull(rad_value) ? rad : rad_value),\
(isnull(fire_value) ? fire : fire_value),\
(isnull(acid_value) ? acid : acid_value),\
@@ -52,13 +49,13 @@
return vars[rating]
/datum/armor/proc/getList()
return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic)
return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic)
/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee + AA.melee, bullet + AA.bullet, laser + AA.laser, energy + AA.energy, bomb + AA.bomb, bio + AA.bio, rad + AA.rad, fire + AA.fire, acid + AA.acid, magic + AA.magic)
return getArmor(melee + AA.melee, bullet + AA.bullet, laser + AA.laser, energy + AA.energy, bomb + AA.bomb, rad + AA.rad, fire + AA.fire, acid + AA.acid, magic + AA.magic)
/datum/armor/proc/detachArmor(datum/armor/AA)
return getArmor(melee - AA.melee, bullet - AA.bullet, laser - AA.laser, energy - AA.energy, bomb - AA.bomb, bio - AA.bio, rad - AA.rad, fire - AA.fire, acid - AA.acid, magic - AA.magic)
return getArmor(melee - AA.melee, bullet - AA.bullet, laser - AA.laser, energy - AA.energy, bomb - AA.bomb, rad - AA.rad, fire - AA.fire, acid - AA.acid, magic - AA.magic)
/datum/armor/vv_edit_var(var_name, var_value)
if (var_name == NAMEOF(src, tag))
+3 -3
View File
@@ -895,10 +895,10 @@
if(!result || !A)
return TRUE
A.armor = A.armor.setRating(armorlist[MELEE], armorlist[BULLET], armorlist[LASER], armorlist[ENERGY], armorlist[BOMB], armorlist[BIO], armorlist[RAD], armorlist[FIRE], armorlist[ACID], armorlist[MAGIC])
A.armor = A.armor.setRating(armorlist[MELEE], armorlist[BULLET], armorlist[LASER], armorlist[ENERGY], armorlist[BOMB], armorlist[RAD], armorlist[FIRE], armorlist[ACID], armorlist[MAGIC])
log_admin("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], bio = [armorlist[BIO]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]")
message_admins("<span class='notice'>[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], bio = [armorlist[BIO]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]")
log_admin("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]")
message_admins("<span class='notice'>[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]")
return TRUE
else if(href_list["addreagent"]) /* Made on /TG/, credit to them. */
+9 -9
View File
@@ -93,7 +93,7 @@
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 5, ACID = 5)
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 5, ACID = 5)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
magical = TRUE
@@ -111,7 +111,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/culthood
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5)
armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5)
flags_inv = HIDEJUMPSUIT
magical = TRUE
@@ -125,7 +125,7 @@
desc = "A space worthy helmet used by the followers of a cult."
icon_state = "cult_helmet"
item_state = "cult_helmet"
armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 35, ACID = 150)
armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 35, ACID = 150)
magical = TRUE
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi')
@@ -137,7 +137,7 @@
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals)
slowdown = 1
armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 35, ACID = 150)
armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 35, ACID = 150)
magical = TRUE
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi')
@@ -147,7 +147,7 @@
icon_state = "cult_armour"
item_state = "cult_armour"
w_class = WEIGHT_CLASS_BULKY
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 20, BOMB = 50, BIO = 20, RAD = 20, FIRE = 50, ACID = 75)
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 20, BOMB = 50, RAD = 20, FIRE = 50, ACID = 75)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie
@@ -159,7 +159,7 @@
name = "empowered cultist hood"
desc = "An empowered garb which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5)
armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5)
body_parts_covered = HEAD
flags = BLOCKHAIR
flags_inv = HIDEFACE
@@ -203,7 +203,7 @@
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, BIO = -25, RAD = -25, FIRE = 0, ACID = 0)
armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, RAD = -25, FIRE = 0, ACID = 0)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
@@ -236,7 +236,7 @@
flags = BLOCKHAIR
flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, BIO = -25, RAD = -25, FIRE = 0, ACID = 0)
armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, RAD = -25, FIRE = 0, ACID = 0)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi',
"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
@@ -404,7 +404,7 @@
item_state = "cultrobesalt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(MELEE = 50, BULLET = 20, LASER = 50, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5)
armor = list(MELEE = 50, BULLET = 20, LASER = 50, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5)
flags_inv = HIDEJUMPSUIT
flags = NODROP | DROPDEL
@@ -14,15 +14,15 @@
item_state = "armor"
blood_overlay_type = "armor"
origin_tech = "magnets=7;biotech=4;powerstorage=4;abductor=4"
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 115, ACID = 115)
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = 115, ACID = 115)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(/obj/item/abductor, /obj/item/abductor_baton, /obj/item/melee/baton, /obj/item/gun/energy, /obj/item/restraints/handcuffs)
var/mode = VEST_STEALTH
var/stealth_active = 0
var/combat_cooldown = 10
var/datum/icon_snapshot/disguise
var/stealth_armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 115, ACID = 115)
var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 450, ACID = 450)
var/stealth_armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = 115, ACID = 115)
var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = 50, FIRE = 450, ACID = 450)
sprite_sheets = null
/obj/item/clothing/suit/armor/abductor/vest/Initialize(mapload)
+1 -1
View File
@@ -606,7 +606,7 @@ GLOBAL_VAR(bomb_set)
desc = "Better keep this safe."
icon_state = "nucleardisk"
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/// Is the disk restricted to the station? If true, also respawns the disk when deleted
var/restricted_to_station = TRUE
+1 -1
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@@ -6,7 +6,7 @@
plane = FLOOR_PLANE
anchored = TRUE
max_integrity = 200
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 50, acid = 30)
var/uses = 20
var/cooldown_time = 10 SECONDS
var/cooldown_on = FALSE
+1 -1
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@@ -9,7 +9,7 @@
icon = 'icons/obj/objects.dmi'
icon_state = "launcherbtt"
anchored = TRUE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 90, acid = 70)
idle_power_consumption = 2
active_power_consumption = 4
resistance_flags = LAVA_PROOF | FIRE_PROOF
+1 -1
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@@ -9,7 +9,7 @@
layer = WALL_OBJ_LAYER
resistance_flags = FIRE_PROOF
damage_deflection = 12
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, RAD = 0, FIRE = 90, ACID = 50)
var/datum/wires/camera/wires = null // Wires datum
max_integrity = 100
integrity_failure = 50
+1 -1
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@@ -8,7 +8,7 @@
active_power_consumption = 300
max_integrity = 200
integrity_failure = 100
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 40, ACID = 20)
var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
+2 -2
View File
@@ -143,7 +143,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 10, acid = 0)
stacktype = null
var/deploy_time = 40
var/deploy_message = TRUE
@@ -229,7 +229,7 @@
desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it."
icon = 'icons/obj/dropwall.dmi'
icon_state = "dropwall_dead" //sprite chosen in init
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor
density = FALSE
directional_blockage = TRUE
proj_pass_rate = 100 //don't worry about it, covered by directional blockage.
+1 -1
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@@ -583,7 +583,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
//////////////////////////////////
/*
+1 -1
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@@ -9,7 +9,7 @@
layer = OPEN_DOOR_LAYER
power_channel = PW_CHANNEL_ENVIRONMENT
max_integrity = 350
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 100, FIRE = 80, ACID = 70)
flags = PREVENT_CLICK_UNDER
damage_deflection = 10
var/closingLayer = CLOSED_DOOR_LAYER
+1 -1
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@@ -22,7 +22,7 @@
auto_close_time = 5 SECONDS
assemblytype = /obj/structure/firelock_frame
blocks_emissive = EMISSIVE_BLOCK_GENERIC
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 95, ACID = 70)
armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 100, FIRE = 95, ACID = 70)
/// How long does opening by hand take, in deciseconds.
var/manual_open_time = 5 SECONDS
var/can_crush = TRUE
+1 -1
View File
@@ -9,7 +9,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
var/id_tag = 1.0
+1 -1
View File
@@ -11,7 +11,7 @@
dir = EAST
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 70, ACID = 100)
glass = TRUE // Used by polarized helpers. Windoors are always glass.
var/obj/item/airlock_electronics/electronics
var/base_state = "left"
+1 -1
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@@ -19,7 +19,7 @@ FIRE ALARM
anchored = TRUE
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 100, fire = 90, acid = 30)
idle_power_consumption = 2
active_power_consumption = 6
power_channel = PW_CHANNEL_ENVIRONMENT
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "igniter1"
plane = FLOOR_PLANE
max_integrity = 300
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
anchored = TRUE
idle_power_consumption = 2
+1 -1
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@@ -45,7 +45,7 @@ GLOBAL_LIST_EMPTY(holopads)
layer = HOLOPAD_LAYER //Preventing mice and drones from sneaking under them.
plane = FLOOR_PLANE
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad
var/list/holorays = list()//Holoray-mob link.
+1 -1
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@@ -5,7 +5,7 @@
pressure_resistance = 15
max_integrity = 200
layer = BELOW_OBJ_LAYER
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, rad = 0, fire = 50, acid = 70)
atom_say_verb = "beeps"
var/stat = 0
+1 -1
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@@ -12,7 +12,7 @@
plane = FLOOR_PLANE
anchored = TRUE
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, rad = 0, fire = 80, acid = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
var/location = "" // location response text
+1 -1
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@@ -12,7 +12,7 @@
idle_power_consumption = 50 //when inactive, this turret takes up constant 50 Equipment power
active_power_consumption = 300 //when active, this turret takes up constant 300 Equipment power
power_channel = PW_CHANNEL_EQUIPMENT //drains power from the EQUIPMENT channel
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, rad = 0, fire = 90, acid = 90)
var/raised = FALSE //if the turret cover is "open" and the turret is raised
var/raising= FALSE //if the turret is currently opening or closing its cover
var/health = 80 //the turret's health
+1 -1
View File
@@ -43,7 +43,7 @@ GLOBAL_LIST_EMPTY(allRequestConsoles)
icon = 'icons/obj/terminals.dmi'
icon_state = "req_comp0"
max_integrity = 300
armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90)
var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department
var/list/message_log = list() //List of all messages
var/departmentType = 0 //Bitflag. Zero is reply-only. Map currently uses raw numbers instead of defines.
+1 -1
View File
@@ -6,7 +6,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire."
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 100, FIRE = 80, ACID = 10)
var/obj/item/stock_parts/cell/cell
var/on = FALSE
var/open = FALSE
+2 -2
View File
@@ -82,7 +82,7 @@
/obj/item/ammo_box/magazine/m556/arg = 2,
/obj/item/ammo_box/magazine/ak814 = 2)
contraband = list(/obj/item/clothing/under/costume/patriotsuit = 1, /obj/item/bedsheet/patriot = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/economy/vending/toyliberationstation
@@ -110,5 +110,5 @@
/obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5,
/obj/item/deck/cards/syndicate = 10) //Gambling and it hurts, making it a +18 item
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
+1 -1
View File
@@ -185,7 +185,7 @@
contraband = list(/obj/item/reagent_containers/syringe/insulin = 4,
/obj/item/reagent_containers/glass/bottle/sulfonal = 1,
/obj/item/reagent_containers/glass/bottle/pancuronium = 1)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
+3 -3
View File
@@ -458,7 +458,7 @@
/obj/item/clothing/shoes/sandal/marisa = 1,
/obj/item/twohanded/staff = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
tiltable = FALSE // don't let a poor wizard screw themselves
@@ -823,7 +823,7 @@
icon_deny = "tool_deny"
icon_lightmask = "tool"
icon_panel = "generic"
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
products = list(/obj/item/crowbar = 5,
/obj/item/screwdriver = 5,
@@ -957,7 +957,7 @@
tiltable = FALSE
products = list(/obj/item/stack/medical/bruise_pack = 2, /obj/item/stack/medical/ointment = 2, /obj/item/reagent_containers/hypospray/autoinjector = 4, /obj/item/healthanalyzer = 1)
contraband = list(/obj/item/reagent_containers/syringe/charcoal = 4, /obj/item/reagent_containers/syringe/antiviral = 4, /obj/item/reagent_containers/food/pill/tox = 1)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70)
//this shouldn't be priced
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/wallmed
+1 -1
View File
@@ -31,7 +31,7 @@
face_while_pulling = TRUE
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 50, acid = 70)
/// Icon_state when vending
var/icon_vend
+1 -1
View File
@@ -3,7 +3,7 @@
var/maxsize = 2
internal_damage_threshold = 50
maint_access = 0
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, rad = 0, fire = 100, acid = 100)
destruction_sleep_duration = 4 SECONDS
var/am = "d3c2fbcadca903a41161ccc9df9cf948"
+2 -2
View File
@@ -7,7 +7,7 @@
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 50, fire = 100, acid = 100)
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, rad = 50, fire = 100, acid = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
@@ -37,7 +37,7 @@
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list(melee = 50, bullet = 35, laser = 15, energy = 15, bomb = 20, bio = 0, rad = 50, fire = 100, acid = 100)
armor = list(melee = 50, bullet = 35, laser = 15, energy = 15, bomb = 20, rad = 50, fire = 100, acid = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
+2 -2
View File
@@ -7,7 +7,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 25000
infra_luminosity = 6
leg_overload_coeff = 2
@@ -40,7 +40,7 @@
initial_icon = "darkgygax"
max_integrity = 300
deflect_chance = 20
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad =20, fire = 100, acid = 100)
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, rad =20, fire = 100, acid = 100)
max_temperature = 35000
leg_overload_coeff = 100
operation_req_access = list(ACCESS_SYNDICATE)
+1 -1
View File
@@ -7,7 +7,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_CLOWN)
+2 -2
View File
@@ -6,7 +6,7 @@
step_in = 5
max_integrity = 500
deflect_chance = 25
armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, RAD = 60, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
@@ -52,7 +52,7 @@
initial_icon = "ares"
operation_req_access = list(ACCESS_SECURITY)
max_integrity = 450
armor = list(melee = 50, bullet = 40, laser = 20, energy = 20, bomb = 20, bio = 100, rad = 60, fire = 100, acid = 100)
armor = list(melee = 50, bullet = 40, laser = 20, energy = 20, bomb = 20, rad = 60, fire = 100, acid = 100)
max_temperature = 40000
wreckage = /obj/structure/mecha_wreckage/ares
max_equip = 5
+1 -1
View File
@@ -9,7 +9,7 @@
normal_step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
+1 -1
View File
@@ -7,7 +7,7 @@
dir_in = 1 //Facing North.
max_integrity = 150
deflect_chance = 30
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_MIME)
+1 -1
View File
@@ -12,7 +12,7 @@
infra_luminosity = 15 //byond implementation is bugged.
force = 5
max_integrity = 300 //max_integrity is base health
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 100, acid = 100)
bubble_icon = "machine"
var/list/facing_modifiers = list(MECHA_FRONT_ARMOUR = 1.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 0.5)
var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming.
+3 -3
View File
@@ -10,7 +10,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, RAD = 0, FIRE = 100, ACID = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
@@ -80,7 +80,7 @@
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, RAD = 70, FIRE = 100, ACID = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
@@ -95,7 +95,7 @@
max_temperature = 65000
max_integrity = 300
lights_power = 7
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 70, RAD = 0, FIRE = 100, ACID = 100)
wreckage = /obj/structure/mecha_wreckage/ripley/deathripley
step_energy_drain = 0
normal_step_energy_drain = 0
+1 -1
View File
@@ -58,7 +58,7 @@
density = FALSE
icon = null
icon_state = null
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, RAD = 100, FIRE = 100, ACID = 100)
// Most of these overrides procs below are overkill, but better safe than sorry.
/obj/effect/abstract/bullet_act(obj/item/projectile/P)
@@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(glass_recipes, list (
icon_state = "sheet-glass"
item_state = "sheet-glass"
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=1"
created_window = /obj/structure/window/basic
@@ -106,7 +106,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list (
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced
@@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list (
icon_state = "sheet-plasmaglass"
item_state = "sheet-plasmaglass"
materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmabasic
@@ -194,7 +194,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list (
icon_state = "sheet-plasmarglass"
item_state = "sheet-plasmarglass"
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmareinforced
@@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass"
item_state = "sheet-titaniumglass"
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
full_window = /obj/structure/window/full/shuttle
@@ -244,7 +244,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-plastitaniumglass"
materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
full_window = /obj/structure/window/full/plastitanium
@@ -175,7 +175,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list(
icon_state = "sheet-plasteel"
item_state = "sheet-plasteel"
materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
throwforce = 10.0
flags = CONDUCT
@@ -250,7 +250,7 @@ GLOBAL_LIST_INIT(wood_recipes, list(
item_state = "sheet-wood"
origin_tech = "materials=1;biotech=1"
resistance_flags = FLAMMABLE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 0)
merge_type = /obj/item/stack/sheet/wood
sheettype = "wood"
table_type = /obj/structure/table/wood
@@ -182,7 +182,7 @@
flags = CONDUCT
turf_type = /turf/simulated/floor/plasteel
mineralType = "metal"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/stack/tile/plasteel/cyborg
+1 -1
View File
@@ -18,7 +18,7 @@
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
tool_behaviour = TOOL_CROWBAR
/obj/item/crowbar/red
+1 -1
View File
@@ -17,7 +17,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/screwdriver.ogg'
toolspeed = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
tool_behaviour = TOOL_SCREWDRIVER
+1 -1
View File
@@ -15,7 +15,7 @@
throw_range = 5
hitsound = "swing_hit"
w_class = WEIGHT_CLASS_NORMAL
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL = 400, MAT_GLASS = 100)
origin_tech = "engineering=1;plasmatech=1"
+1 -1
View File
@@ -19,7 +19,7 @@
pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg'
sharp = TRUE
toolspeed = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
tool_behaviour = TOOL_WIRECUTTER
var/random_color = TRUE
+1 -1
View File
@@ -17,7 +17,7 @@
origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
tool_behaviour = TOOL_WRENCH
/obj/item/wrench/suicide_act(mob/user)
+1 -1
View File
@@ -28,7 +28,7 @@
usesound = 'sound/items/deconstruct.ogg'
flags_2 = NO_MAT_REDEMPTION_2
req_access = list(ACCESS_ENGINE)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/// No ammo warning
var/no_ammo_message = "<span class='warning'>The \'Low Ammo\' light on the device blinks yellow.</span>"
+1 -1
View File
@@ -11,7 +11,7 @@
opacity = FALSE
density = FALSE
anchored = FALSE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
w_class = WEIGHT_CLASS_NORMAL
var/atom/currently_dispensing
var/power_mode = POWER_NONE
+1 -1
View File
@@ -113,7 +113,7 @@
var/list/access = list()
var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/untrackable // Can not be tracked by AI's
+1 -1
View File
@@ -12,7 +12,7 @@
w_class = WEIGHT_CLASS_BULKY
origin_tech = "biotech=4"
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/back.dmi'
)
+1 -1
View File
@@ -19,7 +19,7 @@
materials = list(MAT_METAL=500)
origin_tech = "engineering=3;combat=3"
breakouttime = 1 MINUTES
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
// Icon state for cuffed overlay on a mob
var/trashtype = null //For disposable cuffs
+3 -3
View File
@@ -33,7 +33,7 @@
flags = CONDUCT
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
sharp = FALSE
var/max_contents = 1
@@ -116,7 +116,7 @@
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = TRUE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/suicide_act(mob/user)
@@ -203,7 +203,7 @@
materials = list()
origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved")
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/*
@@ -14,7 +14,7 @@
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg'
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
toolspeed = 1
light_power = 2
@@ -9,7 +9,7 @@
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
+1 -1
View File
@@ -9,7 +9,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
origin_tech = "combat=5;powerstorage=3;syndicate=3"
var/click_delay = 1.5
+1 -1
View File
@@ -23,7 +23,7 @@
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
origin_tech = "engineering=4;materials=2"
var/datum/effect_system/spark_spread/spark_system
+1 -1
View File
@@ -12,7 +12,7 @@
materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
resistance_flags = ACID_PROOF
sharp = TRUE
+2 -2
View File
@@ -1,6 +1,6 @@
/obj/item/shield
name = "shield"
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 80, ACID = 70)
/obj/item/shield/proc/add_parry_component()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
@@ -47,7 +47,7 @@
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 0, acid = 0)
/obj/item/shield/riot/roman/fake/add_parry_component()
return
@@ -61,7 +61,7 @@
flags_2 = NO_MAT_REDEMPTION_2
cant_hold = list(/obj/item/storage/backpack, /obj/item/storage/belt/bluespace)
cant_hold_override = list(/obj/item/storage/backpack/satchel_flat)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 60, ACID = 50)
/obj/item/storage/backpack/holding/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/storage/backpack/holding))
+1 -1
View File
@@ -10,7 +10,7 @@
throwforce = 7
origin_tech = "combat=2"
attack_verb = list("beaten")
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 80, ACID = 80)
/// How many seconds does the knockdown last for?
var/knockdown_duration = 10 SECONDS
/// how much stamina damage does this baton do?
@@ -10,7 +10,7 @@
throwforce = 10
throw_speed = 1
throw_range = 4
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 80, ACID = 30)
actions_types = list(/datum/action/item_action/set_internals)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
@@ -10,7 +10,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
@@ -22,7 +22,7 @@
throw_speed = 4
throw_range = 20
materials = list(MAT_METAL=400)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
origin_tech = "magnets=3;bluespace=2"
/obj/item/locator/attack_self(mob/user as mob)
@@ -105,7 +105,7 @@ Frequency:
throw_range = 5
materials = list(MAT_METAL=10000)
origin_tech = "magnets=3;bluespace=4"
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/active_portals = 0
+4 -4
View File
@@ -201,7 +201,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/crowbar.ogg'
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/Initialize(mapload)
@@ -292,7 +292,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp_when_wielded = TRUE // only sharp when wielded
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
light_power = 2
needs_permit = TRUE
@@ -408,7 +408,7 @@
no_spin_thrown = TRUE
var/obj/item/grenade/explosive = null
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
needs_permit = TRUE
var/icon_prefix = "spearglass"
@@ -676,7 +676,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/charged = 2
origin_tech = "combat=4;bluespace=4;plasmatech=7"
@@ -13,7 +13,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 70, ACID = 30)
// Built automatically from the corresponding vending machine.
// If null, considered to be full. Otherwise, is list(/typepath = amount).
+3 -3
View File
@@ -13,7 +13,7 @@
throw_range = 15
attack_verb = list("banned")
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -56,7 +56,7 @@
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/Initialize(mapload)
@@ -86,7 +86,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
needs_permit = TRUE
+1 -1
View File
@@ -22,7 +22,7 @@
/obj/structure/Initialize(mapload)
if(!armor)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
return ..()
/obj/structure/Destroy()
+1 -1
View File
@@ -109,7 +109,7 @@
icon_state = "resin"
base_icon_state = "resin"
max_integrity = 100
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
damage_deflection = 0
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
+1 -1
View File
@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 250
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/list/barsigns=list()
var/list/hiddensigns
var/datum/barsign/current_sign
@@ -6,7 +6,7 @@
density = TRUE
max_integrity = 200
integrity_failure = 50
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 60)
var/icon_closed
var/icon_opened
var/open_door_sprite = "generic_door"
@@ -8,7 +8,7 @@
icon_opened = "fireaxe_full_open"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 90, ACID = 50)
var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = TRUE
var/hitstaken = FALSE
@@ -8,7 +8,7 @@
locked = TRUE
can_be_emaged = TRUE
max_integrity = 250
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80)
damage_deflection = 20
/obj/structure/closet/secure_closet/can_open()
@@ -169,7 +169,7 @@
icon_opened = "securecrate_open"
icon_closed = "securecrate"
max_integrity = 500
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 80, ACID = 80)
damage_deflection = 25
broken = FALSE
locked = TRUE
+1 -1
View File
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
+1 -1
View File
@@ -10,7 +10,7 @@
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
level = 3
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 20
var/rods_type = /obj/item/stack/rods
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/Initialize(mapload, source_projector)
+1 -1
View File
@@ -6,7 +6,7 @@
base_icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
@@ -8,7 +8,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
rad_insulation = RAD_MEDIUM_INSULATION
var/initial_state
+1 -1
View File
@@ -6,7 +6,7 @@
density = FALSE
anchored = TRUE
layer = 4
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, rad = 100, fire = 50, acid = 50)
var/state = PLASTIC_FLAPS_NORMAL
/obj/structure/plasticflaps/examine(mob/user)
+1 -1
View File
@@ -5,7 +5,7 @@
density = FALSE
layer = 3.5
max_integrity = 100
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
blocks_emissive = EMISSIVE_BLOCK_GENERIC
var/does_emissive = FALSE
+6 -6
View File
@@ -407,7 +407,7 @@
canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
var/shardtype = /obj/item/shard
@@ -511,7 +511,7 @@
max_integrity = 100
integrity_failure = 50
deconstruction_ready = FALSE
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, RAD = 0, FIRE = 80, ACID = 70)
smoothing_groups = list(SMOOTH_GROUP_REINFORCED_TABLES)
canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
@@ -707,7 +707,7 @@
canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES)
max_integrity = 200
integrity_failure = 50
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
@@ -805,8 +805,8 @@
var/mob/living/M = user
if(M.UID() in held_items)
return FALSE
return ..()
return ..()
/obj/structure/table/tray/item_placed(atom/movable/item)
. = ..()
if(is_type_in_typecache(item, typecache_can_hold))
@@ -815,7 +815,7 @@
var/mob/living/M = item
if(M.pulling == src)
M.stop_pulling()
/obj/structure/table/tray/deconstruct(disassembled = TRUE, wrench_disassembly = 0)
if(!(flags & NODECONSTRUCT))
var/turf/T = get_turf(src)
+10 -10
View File
@@ -11,7 +11,7 @@
can_be_unanchored = TRUE
max_integrity = 25
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100)
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
@@ -511,7 +511,7 @@
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
rad_insulation = RAD_HEAVY_INSULATION
max_integrity = 50
explosion_block = 1
@@ -617,7 +617,7 @@
heat_resistance = 32000
max_integrity = 150
explosion_block = 1
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/plasmabasic/BlockSuperconductivity()
@@ -634,7 +634,7 @@
heat_resistance = 32000
max_integrity = 500
explosion_block = 2
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
damage_deflection = 21
@@ -674,7 +674,7 @@
heat_resistance = 32000
max_integrity = 300
explosion_block = 1
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi'
@@ -691,7 +691,7 @@
heat_resistance = 32000
max_integrity = 1000
explosion_block = 2
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi'
@@ -707,7 +707,7 @@
max_integrity = 100
reinf = TRUE
heat_resistance = 1600
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
rad_insulation = RAD_HEAVY_INSULATION
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
@@ -737,7 +737,7 @@
reinf = TRUE
heat_resistance = 1600
explosion_block = 3
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100)
smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS)
glass_type = /obj/item/stack/sheet/titaniumglass
@@ -757,7 +757,7 @@
max_integrity = 1200
reinf = TRUE
heat_resistance = 32000
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
explosion_block = 3
glass_type = /obj/item/stack/sheet/plastitaniumglass
@@ -771,7 +771,7 @@
icon_state = "clockwork_window_single"
resistance_flags = FIRE_PROOF | ACID_PROOF
max_integrity = 80
armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100)
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
glass_type = /obj/item/stack/tile/brass
reinf = FALSE
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/turf/shuttle.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
max_integrity = 500
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
/obj/structure/shuttle/shuttleRotate(rotation)
return //This override is needed to properly rotate the object when on a shuttle that is rotated.
@@ -408,7 +408,7 @@
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all
/obj/item/clothing/suit/space/changeling/Initialize(mapload)
. = ..()
@@ -426,7 +426,7 @@
icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = BLOCKHAIR | STOPSPRESSUREDMAGE | NODROP | DROPDEL
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90)
/***************************************\
@@ -453,7 +453,7 @@
icon_state = "lingarmor"
flags = NODROP | DROPDEL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90)
var/armor_durability = 600
flags_inv = HIDEJUMPSUIT
cold_protection = 0
@@ -488,7 +488,7 @@
armor_durability -= damage
else
armor_durability--
if(armor_durability <= 0)
visible_message("<span class='warning'>[owner]'s chitinous armor collapses in clumps onto the ground.</span>")
new /obj/effect/decal/cleanable/shreds(owner.loc)
@@ -502,5 +502,5 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
flags = BLOCKHAIR | NODROP | DROPDEL
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEEARS
@@ -79,7 +79,7 @@
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_ENGINE_EQUIP)
max_integrity = 250
integrity_failure = 80
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
siemens_strength = 1
var/custom_name
@@ -16,7 +16,7 @@ Pipelines + Other Objects -> Pipe network
power_state = NO_POWER_USE
power_channel = PW_CHANNEL_ENVIRONMENT
on_blueprints = TRUE
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 100, ACID = 70)
layer = GAS_PIPE_HIDDEN_LAYER //under wires
var/layer_offset = 0.0 // generic over VISIBLE and HIDDEN, should be less than 0.01, or you'll reorder non-pipe things
@@ -13,7 +13,7 @@
plane = GAME_PLANE
interact_offline = TRUE
max_integrity = 350
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 30, ACID = 30)
var/temperature_archived
var/current_heat_capacity = 50
@@ -7,7 +7,7 @@
density = TRUE
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
idle_power_consumption = 500
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(gas_meters)
layer_offset = GAS_PUMP_OFFSET
anchored = TRUE
max_integrity = 150
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 40, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 40, ACID = 0)
power_channel = PW_CHANNEL_ENVIRONMENT
power_state = IDLE_POWER_USE
idle_power_consumption = 2
@@ -58,7 +58,7 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new())
icon_state = "yellow"
density = TRUE
flags = CONDUCT
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 50)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 80, ACID = 50)
max_integrity = 250
integrity_failure = 100
@@ -4,7 +4,7 @@
layer = BELOW_OBJ_LAYER
power_state = NO_POWER_USE
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 60, ACID = 30)
var/datum/gas_mixture/air_contents = new
var/obj/machinery/atmospherics/unary/portables_connector/connected_port
@@ -157,7 +157,7 @@
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
sprite_sheets = null
@@ -167,7 +167,7 @@
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
slowdown = 3
resistance_flags = FIRE_PROOF
sprite_sheets = null
+7 -7
View File
@@ -199,7 +199,7 @@
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
icon = 'icons/obj/clothing/under/color.dmi'
@@ -256,7 +256,7 @@
item_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
@@ -291,7 +291,7 @@
item_state = "meson"
resistance_flags = NONE
prescription_upgradable = TRUE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
@@ -360,7 +360,7 @@
item_state = "ygloves"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -391,7 +391,7 @@
item_color = "grey"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
@@ -425,7 +425,7 @@
icon_state = "gas_alt"
item_state = "gas_alt"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
flags = AIRTIGHT | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
gas_transfer_coefficient = 0.01
@@ -476,7 +476,7 @@
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
+4 -4
View File
@@ -539,7 +539,7 @@
icon = 'icons/obj/clothing/suits.dmi'
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = SLOT_OCLOTHING
@@ -633,7 +633,7 @@
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "s_helmet"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 115)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -658,7 +658,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 115)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -679,7 +679,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
+1 -1
View File
@@ -128,7 +128,7 @@
prescription_upgradable = TRUE
scan_reagents = 1 //You can see reagents while wearing science goggles
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = INFINITY)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = INFINITY)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
"Grey" = 'icons/mob/clothing/species/grey/eyes.dmi',
@@ -261,7 +261,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 115, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/gloves.dmi',
"Drask" = 'icons/mob/clothing/species/drask/gloves.dmi',
+3 -3
View File
@@ -44,7 +44,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/gloves.dmi',
"Drask" = 'icons/mob/clothing/species/drask/gloves.dmi',
@@ -65,7 +65,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 5, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
@@ -78,7 +78,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 115, ACID = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 20)
/obj/item/clothing/gloves/batmangloves
name = "batgloves"
+1 -1
View File
@@ -85,7 +85,7 @@
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
item_color = null
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = 20, ACID = 5)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 20, ACID = 5)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
+1 -1
View File
@@ -7,7 +7,7 @@
var/brightness_on = 4 //luminosity when on
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 5, RAD = 10, FIRE = INFINITY, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
+15 -13
View File
@@ -6,7 +6,7 @@
flags = HEADBANGPROTECT
flags_cover = HEADCOVERSEYES
item_state = "helmetmaterials"
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -73,7 +73,7 @@
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "bulletproof"
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, RAD = 0, FIRE = 50, ACID = 50)
dog_fashion = null
/obj/item/clothing/head/helmet/riot
@@ -81,7 +81,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200)
armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200)
flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -121,8 +121,10 @@
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
item_state = "swat"
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 450, RAD = 10, FIRE = 50, ACID = 50)
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, RAD = 10, FIRE = 50, ACID = 50)
flags = BLOCKHAIR
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -143,7 +145,7 @@
icon_state = "thunderdome"
flags = null
item_state = "thunderdome"
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450)
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -155,7 +157,7 @@
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = null
armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 50)
armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = INFINITY, ACID = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
@@ -164,7 +166,7 @@
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
@@ -174,7 +176,7 @@
/obj/item/clothing/head/helmet/roman/legionaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
@@ -197,7 +199,7 @@
icon_state = "redtaghelm"
flags = null
item_state = "redtaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -208,7 +210,7 @@
icon_state = "bluetaghelm"
flags = null
item_state = "bluetaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -242,14 +244,14 @@
desc = "Deus Vult."
icon_state = "knight_templar"
item_state = "knight_templar"
armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = 5, RAD = 0, FIRE = 200, ACID = 200)
armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 200, ACID = 200)
/obj/item/clothing/head/helmet/skull
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
@@ -260,7 +262,7 @@
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 35, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/helmet/street_judge

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