mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 01:23:41 +01:00
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:
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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'
|
||||
|
||||
@@ -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',
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
desc = "It's good being the king."
|
||||
icon_state = "captain_hat"
|
||||
item_state = "captain_hat"
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 60
|
||||
dog_fashion = /datum/dog_fashion/head/captain
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
name = "head of personnel's cap"
|
||||
icon_state = "hopcap"
|
||||
desc = "The symbol of true bureaucratic micromanagement."
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
dog_fashion = /datum/dog_fashion/head/hop
|
||||
|
||||
//Nanotrasen Representative
|
||||
@@ -106,7 +106,7 @@
|
||||
desc = "Someone who wears this will look very smart."
|
||||
icon_state = "detective"
|
||||
allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 20, ACID = 50)
|
||||
dog_fashion = /datum/dog_fashion/head/detective
|
||||
|
||||
sprite_sheets = list(
|
||||
@@ -129,14 +129,14 @@
|
||||
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
|
||||
icon_state = "beretdurathread"
|
||||
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)
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/head/HoS
|
||||
name = "head of security's cap"
|
||||
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hos_cap"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75)
|
||||
strip_delay = 80
|
||||
dog_fashion = /datum/dog_fashion/head/HoS
|
||||
|
||||
@@ -154,7 +154,7 @@
|
||||
name = "warden's police hat"
|
||||
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
|
||||
icon_state = "policehat"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 20, ACID = 75)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 20, ACID = 75)
|
||||
strip_delay = 60
|
||||
dog_fashion = /datum/dog_fashion/head/warden
|
||||
sprite_sheets = list(
|
||||
@@ -167,7 +167,7 @@
|
||||
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
|
||||
icon_state = "sechat"
|
||||
item_state = "sechat"
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 60
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
|
||||
@@ -178,7 +178,7 @@
|
||||
desc = "A wide-brimmed hat inspired by drill instructors, or when paired with red Security clothing, the Canadian Mounties of Terra."
|
||||
icon_state = "drillsgthat"
|
||||
item_state = "drillsgthat"
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 60
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
|
||||
@@ -187,7 +187,7 @@
|
||||
name = "security beret"
|
||||
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
|
||||
icon_state = "beret_officer"
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 60
|
||||
dog_fashion = /datum/dog_fashion/head/beret/sec
|
||||
|
||||
@@ -195,7 +195,7 @@
|
||||
name = "warden's beret"
|
||||
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
|
||||
icon_state = "beret_warden"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 20, ACID = 50)
|
||||
|
||||
/obj/item/clothing/head/beret/eng
|
||||
name = "engineering beret"
|
||||
@@ -264,13 +264,13 @@
|
||||
icon_state = "solgovcberet"
|
||||
item_color = "solgovc"
|
||||
dog_fashion = null
|
||||
armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75)
|
||||
armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/beret/solgov/command/elite
|
||||
name = "\improper Trans-Solar Federation Specops Lieutenant's beret"
|
||||
desc = "A beret worn by marines of the Trans-Solar Federation Specops division. The insignia signifies the wearer bears the rank of a Lieutenant."
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 50, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200)
|
||||
icon_state = "solgovceliteberet"
|
||||
item_color = "solgovcelite"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "centcom"
|
||||
desc = "It's good to be emperor."
|
||||
item_state = "centhat"
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/hairflower
|
||||
@@ -417,7 +417,7 @@
|
||||
name = "officer beret"
|
||||
desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen."
|
||||
icon_state = "beret_centcom_officer"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/head/beret/centcom/officer/navy
|
||||
@@ -549,7 +549,7 @@
|
||||
name = "crown"
|
||||
desc = "A crown fit for a king, a petty king maybe."
|
||||
icon_state = "crown"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 10, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 50)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/head/crown/fancy
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
tint = FLASH_PROTECTION_WELDER
|
||||
can_toggle = TRUE
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 75)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 75)
|
||||
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
@@ -62,7 +62,7 @@
|
||||
desc = "It's tasty looking!"
|
||||
icon_state = "cake0"
|
||||
flags_cover = HEADCOVERSEYES
|
||||
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)
|
||||
var/onfire = FALSE
|
||||
var/status = 0
|
||||
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
|
||||
@@ -152,7 +152,7 @@
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
dog_fashion = null
|
||||
light_color = "#fff2bf"
|
||||
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)
|
||||
brightness_on = 2 //luminosity when on
|
||||
|
||||
/obj/item/clothing/head/hardhat/pumpkinhead/blumpkin
|
||||
@@ -171,7 +171,7 @@
|
||||
item_state = "hardhat0_reindeer"
|
||||
item_color = "reindeer"
|
||||
flags_inv = 0
|
||||
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)
|
||||
brightness_on = 1 //luminosity when on
|
||||
dog_fashion = /datum/dog_fashion/head/reindeer
|
||||
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
desc = "It's baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
item_color = "sec"
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 60
|
||||
dog_fashion = /datum/dog_fashion/head/softcap
|
||||
|
||||
@@ -126,7 +126,7 @@
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/soft/solgov/marines
|
||||
armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75)
|
||||
armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75)
|
||||
icon_state = "solgovsoft_flipped"
|
||||
strip_delay = 60
|
||||
flipped = TRUE
|
||||
@@ -134,7 +134,7 @@
|
||||
/obj/item/clothing/head/soft/solgov/marines/elite
|
||||
name = "\improper Trans-Solar Federation Specops marine cap"
|
||||
desc = "A cap worn by marines of the Trans-Solar Federation Specops division. You aren't quite sure how they made this bulletproof, but you are glad it is!"
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 50, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200)
|
||||
icon_state = "solgovelitesoft_flipped"
|
||||
item_color = "solgovelite"
|
||||
resistance_flags = FIRE_PROOF
|
||||
@@ -150,7 +150,7 @@
|
||||
/obj/item/clothing/head/soft/solgov/marines/command/elite
|
||||
name = "\improper Trans-Solar Federation Specops Lieutenant's cap"
|
||||
desc = "A cap worn by marines of the Trans-Solar Federation Specops division. You aren't quite sure how they made this bulletproof, but you are glad it is! The insignia signifies the wearer bears the rank of a Lieutenant."
|
||||
armor= list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 50, FIRE = 200, ACID = 200)
|
||||
armor= list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200)
|
||||
icon_state = "solgovcelitesoft"
|
||||
item_color = "solgovcelite"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
materials = list(MAT_METAL=4000, MAT_GLASS=2000)
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
tint = FLASH_PROTECTION_WELDER
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 60)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 60)
|
||||
origin_tech = "materials=2;engineering=3"
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
@@ -56,7 +56,7 @@
|
||||
desc = "A military-grade gas mask that can be connected to an air supply."
|
||||
icon_state = "gas_mining"
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 10, ACID = 35)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 35)
|
||||
resistance_flags = FIRE_PROOF
|
||||
can_toggle = TRUE
|
||||
|
||||
@@ -114,7 +114,7 @@
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 150, 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/mask/gas/swat
|
||||
name = "\improper SWAT mask"
|
||||
@@ -246,7 +246,7 @@
|
||||
name = "nanotrasen navy officer gas mask"
|
||||
desc = "A durable gas mask designed for NanoTrasen Navy Officers."
|
||||
icon_state = "navy_officer_gasmask"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 10, ACID = 50)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 10, ACID = 50)
|
||||
strip_delay = 6 SECONDS
|
||||
|
||||
// ********************************************************************
|
||||
|
||||
@@ -207,7 +207,7 @@
|
||||
flags_cover = MASKCOVERSMOUTH
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 15, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
can_toggle = TRUE
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
can_cut_open = 1
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 50, BIO = 5, RAD = 0, FIRE = 115, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 50, RAD = 0, FIRE = 115, ACID = 50)
|
||||
strip_delay = 70
|
||||
resistance_flags = NONE
|
||||
|
||||
@@ -18,7 +18,7 @@
|
||||
name = "\improper SWAT shoes"
|
||||
desc = "High speed, no drag combat boots."
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 15, ENERGY = 15, BOMB = 50, BIO = 20, RAD = 20, FIRE = 450, ACID = 50)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 15, ENERGY = 15, BOMB = 50, RAD = 20, FIRE = 450, ACID = 50)
|
||||
flags = NOSLIP
|
||||
|
||||
/obj/item/clothing/shoes/sandal
|
||||
@@ -50,7 +50,7 @@
|
||||
strip_delay = 50
|
||||
put_on_delay = 50
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 35, ACID = 150)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 35, ACID = 150)
|
||||
|
||||
/obj/item/clothing/shoes/galoshes/dry
|
||||
name = "absorbent galoshes"
|
||||
@@ -351,7 +351,7 @@
|
||||
name = "lizard skin boots"
|
||||
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
|
||||
icon_state = "lizardboots_green"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 35, ACID = 0) //lizards like to stay warm
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 35, ACID = 0) //lizards like to stay warm
|
||||
|
||||
/obj/item/clothing/shoes/cowboy/lizardmasterwork
|
||||
name = "\improper Hugs-The-Feet lizard skin boots"
|
||||
|
||||
@@ -76,7 +76,7 @@
|
||||
/obj/item/clothing/suit/space/vox
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
icon = 'icons/obj/clothing/species/vox/suits.dmi'
|
||||
@@ -87,7 +87,7 @@
|
||||
)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/vox
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
icon = 'icons/obj/clothing/species/vox/hats.dmi'
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "chronohelmet"
|
||||
item_state = "chronohelmet"
|
||||
slowdown = 1
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, BIO = 90, RAD = 90, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, RAD = 90, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/obj/item/clothing/suit/space/chronos/suit = null
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
icon_state = "chronosuit"
|
||||
item_state = "chronosuit"
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, BIO = 90, RAD = 90, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, RAD = 90, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
|
||||
var/obj/effect/chronos_cam/camera = null
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "hardsuit0-ert_commander"
|
||||
item_state = "helm-command"
|
||||
item_color = "ert_commander"
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/obj/machinery/camera/portable/camera
|
||||
var/has_camera = TRUE
|
||||
@@ -58,7 +58,7 @@
|
||||
item_state = "suit-command"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank/internals)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \
|
||||
/obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \
|
||||
/obj/item/radio, /obj/item/analyzer, /obj/item/gun, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, \
|
||||
@@ -134,7 +134,7 @@
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ert/engineer
|
||||
name = "emergency response team engineer helmet"
|
||||
desc = "A helmet worn by engineers of a Nanotrasen Emergency Response Team. Has yellow highlights. Armoured and space ready."
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 150, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 150, FIRE = 200, ACID = 200)
|
||||
icon_state = "hardsuit0-ert_engineer"
|
||||
item_state = "helm-orange"
|
||||
item_color = "ert_engineer"
|
||||
@@ -142,7 +142,7 @@
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma
|
||||
name = "elite emergency response team engineer helmet"
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
icon_state = "hardsuit0-gammaengineer"
|
||||
item_color = "gammaengineer"
|
||||
|
||||
@@ -151,14 +151,14 @@
|
||||
desc = "A suit worn by the engineers of a Nanotrasen Emergency Response Team. Has yellow highlights. Armoured, space ready, and fire resistant."
|
||||
icon_state = "ert_engineer"
|
||||
item_state = "suit-orange"
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 150, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 150, FIRE = 200, ACID = 200)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/engineer/gamma
|
||||
name = "elite emergency response team engineer suit"
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
icon_state = "ert_gengineer"
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma
|
||||
slowdown = 0
|
||||
|
||||
@@ -253,13 +253,13 @@
|
||||
name = "inquisitor's helmet"
|
||||
icon_state = "hardsuit0-inquisitor"
|
||||
item_color = "inquisitor"
|
||||
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor
|
||||
name = "inquisitor's hardsuit"
|
||||
icon_state = "hardsuit-inquisitor"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor
|
||||
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200)
|
||||
slowdown = 0
|
||||
|
||||
|
||||
@@ -272,7 +272,7 @@
|
||||
icon_state = "hardsuit0-solgovmarine"
|
||||
item_state = "hardsuit0-solgovmarine"
|
||||
item_color = "solgovmarine"
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/solgov
|
||||
name = "\improper Trans-Solar Federation Specops Marine hardsuit"
|
||||
@@ -282,7 +282,7 @@
|
||||
item_state = "ert_solgov_marine"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov
|
||||
slowdown = 0
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ert/solgov/command
|
||||
name = "\improper Trans-Solar Federation Specops Lieutenant helmet"
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "hardsuit0-engineering"
|
||||
item_state = "eng_helm"
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = 50, ACID = 150)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150)
|
||||
var/basestate = "hardsuit"
|
||||
allowed = list(/obj/item/flashlight)
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
@@ -145,7 +145,7 @@
|
||||
icon_state = "hardsuit-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = 50, ACID = 150)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150)
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
|
||||
siemens_coefficient = 0
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
|
||||
@@ -258,7 +258,7 @@
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "hardsuit0-engineering"
|
||||
item_state = "eng_helm"
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150)
|
||||
resistance_flags = FIRE_PROOF
|
||||
item_color = "engineering"
|
||||
|
||||
@@ -267,7 +267,7 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "hardsuit-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
|
||||
dog_fashion = /datum/dog_fashion/back/hardsuit
|
||||
resistance_flags = FIRE_PROOF
|
||||
@@ -279,7 +279,7 @@
|
||||
icon_state = "hardsuit0-atmos"
|
||||
item_state = "atmos_helm"
|
||||
item_color = "atmos"
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 15, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -288,7 +288,7 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
|
||||
icon_state = "hardsuit-atmos"
|
||||
item_state = "atmos_hardsuit"
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 15, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
|
||||
@@ -301,7 +301,7 @@
|
||||
icon_state = "hardsuit0-white"
|
||||
item_state = "ce_helm"
|
||||
item_color = "white"
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -310,7 +310,7 @@
|
||||
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
icon_state = "hardsuit-white"
|
||||
item_state = "ce_hardsuit"
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
|
||||
@@ -327,7 +327,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
heat_protection = HEAD
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150)
|
||||
brightness_on = 7
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/mining
|
||||
@@ -337,7 +337,7 @@
|
||||
item_state = "mining_hardsuit"
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
@@ -350,7 +350,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_helm"
|
||||
item_color = "syndi"
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 450)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = 50, ACID = 450)
|
||||
on = TRUE
|
||||
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
|
||||
@@ -434,7 +434,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
var/on = TRUE
|
||||
actions_types = list(/datum/action/item_action/toggle_hardsuit_mode)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 450)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = 50, ACID = 450)
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
jetpack = /obj/item/tank/jetpack/suit
|
||||
@@ -448,7 +448,7 @@
|
||||
desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in travel mode. Property of Gorlex Marauders."
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
item_color = "syndielite"
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, BIO = INFINITY, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -459,19 +459,19 @@
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
item_color = "syndielite"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, BIO = INFINITY, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY)
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
//Strike team hardsuits
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst
|
||||
armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 35, BOMB = 200, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Almost as good as DS gear, but unlike DS can switch to combat for mobility
|
||||
armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 35, BOMB = 200, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Almost as good as DS gear, but unlike DS can switch to combat for mobility
|
||||
icon_state = "hardsuit0-sst"
|
||||
item_color = "sst"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/syndi/elite/sst
|
||||
armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 40, BOMB = 200, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 40, BOMB = 200, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
icon_state = "hardsuit0-sst"
|
||||
item_color = "sst"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst
|
||||
@@ -504,7 +504,7 @@
|
||||
icon_state = "hardsuit0-soviet"
|
||||
item_state = "hardsuit0-soviet"
|
||||
item_color = "soviet"
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75)
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, RAD = 50, FIRE = 75, ACID = 75)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/soviet
|
||||
name = "\improper Soviet hardsuit"
|
||||
@@ -512,7 +512,7 @@
|
||||
icon_state = "hardsuit-soviet"
|
||||
item_state = "hardsuit-soviet"
|
||||
slowdown = 0.5
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75)
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, RAD = 50, FIRE = 75, ACID = 75)
|
||||
allowed = list(/obj/item/gun, /obj/item/flashlight, /obj/item/tank/internals, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet
|
||||
jetpack = /obj/item/tank/jetpack/suit
|
||||
@@ -539,7 +539,7 @@
|
||||
item_state = "medical_helm"
|
||||
item_color = "medical"
|
||||
flash_protect = FLASH_PROTECTION_NONE
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150)
|
||||
scan_reagents = 1 //Generally worn by the CMO, so they'd get utility off of seeing reagents
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/medical
|
||||
@@ -548,7 +548,7 @@
|
||||
icon_state = "hardsuit-medical"
|
||||
item_state = "medical_hardsuit"
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/storage/firstaid,/obj/item/healthanalyzer,/obj/item/stack/medical)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
|
||||
slowdown = 0.5
|
||||
|
||||
@@ -561,7 +561,7 @@
|
||||
item_color = "rd"
|
||||
flash_protect = FLASH_PROTECTION_NONE
|
||||
scan_reagents = TRUE
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
|
||||
var/hud_active = FALSE
|
||||
var/explosion_detection_dist = 21
|
||||
|
||||
@@ -609,7 +609,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
|
||||
/obj/item/hand_tele, /obj/item/aicard)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
|
||||
|
||||
|
||||
@@ -620,14 +620,14 @@
|
||||
icon_state = "hardsuit0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/security
|
||||
name = "security hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
icon_state = "hardsuit-sec"
|
||||
item_state = "sec_hardsuit"
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150)
|
||||
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank/internals,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
|
||||
|
||||
@@ -636,13 +636,13 @@
|
||||
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
|
||||
icon_state = "hardsuit0-hos"
|
||||
item_color = "hos"
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/security/hos
|
||||
name = "head of security's hardsuit"
|
||||
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
icon_state = "hardsuit-hos"
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
|
||||
jetpack = /obj/item/tank/jetpack/suit
|
||||
|
||||
@@ -654,7 +654,7 @@
|
||||
icon_state = "hardsuit0-singuloth"
|
||||
item_state = "singuloth_helm"
|
||||
item_color = "singuloth"
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
sprite_sheets = null
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/singuloth
|
||||
@@ -663,7 +663,7 @@
|
||||
icon_state = "hardsuit-singuloth"
|
||||
item_state = "singuloth_hardsuit"
|
||||
flags = STOPSPRESSUREDMAGE
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/singuloth
|
||||
sprite_sheets = null
|
||||
|
||||
@@ -676,7 +676,7 @@
|
||||
icon_state = "hardsuit-hos"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/internals, /obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/current_charges = 3
|
||||
var/max_charges = 3 //How many charges total the shielding has
|
||||
@@ -732,7 +732,7 @@
|
||||
icon_state = "hardsuit0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
@@ -744,7 +744,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_hardsuit"
|
||||
item_color = "syndi"
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank/internals)
|
||||
slowdown = 0
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
||||
@@ -775,7 +775,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_helm"
|
||||
item_color = "syndi"
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
|
||||
//////Security Version (Gamma armory only)
|
||||
@@ -785,7 +785,7 @@
|
||||
desc = "A more advanced version of the normal security hardsuit. Comes with built in energy shielding."
|
||||
icon_state = "hardsuit-sec"
|
||||
item_state = "sec-hardsuit"
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150)
|
||||
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/gamma
|
||||
|
||||
@@ -795,5 +795,5 @@
|
||||
icon_state = "hardsuit0-sec"
|
||||
item_state = "sec_helm"
|
||||
item_color = "sec"
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150)
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
desc = "A special helmet designed for only the most fashionable of military figureheads."
|
||||
flags_inv = HIDEFACE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/helmet.dmi',
|
||||
@@ -29,7 +29,7 @@
|
||||
item_state = "capspacesuit"
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
allowed = list(/obj/item/tank/internals, /obj/item/flashlight,/obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/restraints/handcuffs)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
|
||||
@@ -41,7 +41,7 @@
|
||||
desc = "That's not red paint. That's real blood."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "deathsquad"
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
vision_flags = SEE_MOBS
|
||||
@@ -56,7 +56,7 @@
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank/internals,/obj/item/kitchen/knife/combat,/obj/item/flashlight)
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
flags_inv = HIDESHOES | HIDEJUMPSUIT | HIDETAIL
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -88,7 +88,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
flags_inv = 0
|
||||
slowdown = 0
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
|
||||
@@ -137,7 +137,7 @@
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 75, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 75, ACID = 150)
|
||||
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
|
||||
flags_cover = HEADCOVERSEYES
|
||||
strip_delay = 40
|
||||
@@ -151,7 +151,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank/internals)
|
||||
slowdown = 0
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 75, ACID = 150)
|
||||
armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 75, ACID = 150)
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
|
||||
@@ -200,7 +200,7 @@
|
||||
icon_state = "spacenew"
|
||||
item_state = "s_suit"
|
||||
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 95)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 95)
|
||||
|
||||
sprite_sheets = list(
|
||||
"Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi',
|
||||
@@ -221,7 +221,7 @@
|
||||
item_state = "s_helmet"
|
||||
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 95)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 95)
|
||||
flash_protect = FLASH_PROTECTION_NONE
|
||||
|
||||
sprite_sheets = list(
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
strip_delay = 80
|
||||
flash_protect = FLASH_PROTECTION_WELDER
|
||||
tint = FLASH_PROTECTION_WELDER
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 4 //luminosity when the light is on
|
||||
var/on = FALSE
|
||||
@@ -91,21 +91,21 @@
|
||||
desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, alongside other undesirables."
|
||||
icon_state = "security_envirohelm"
|
||||
item_state = "security_envirohelm"
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/security/warden
|
||||
name = "warden's plasma envirosuit helmet"
|
||||
desc = "A plasmaman containment helmet designed for the warden, a pair of white stripes being added to differentiate them from other members of security."
|
||||
icon_state = "warden_envirohelm"
|
||||
item_state = "warden_envirohelm"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/security/hos
|
||||
name = "security plasma envirosuit helmet"
|
||||
desc = "A plasmaman containment helmet designed for the head of security."
|
||||
icon_state = "hos_envirohelm"
|
||||
item_state = "hos_envirohelm"
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/medical
|
||||
name = "medical plasma envirosuit helmet"
|
||||
@@ -160,7 +160,7 @@
|
||||
desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange."
|
||||
icon_state = "engineer_envirohelm"
|
||||
item_state = "engineer_envirohelm"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = INFINITY, ACID = 75)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = INFINITY, ACID = 75)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/engineering/ce
|
||||
name = "chief engineer's plasma envirosuit helmet"
|
||||
@@ -264,7 +264,7 @@
|
||||
item_state = "wizard_envirohelm"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
magical = TRUE
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
sprite_sheets = list(
|
||||
"Grey" = 'icons/mob/clothing/species/grey/helmet.dmi',
|
||||
"Tajaran" = 'icons/mob/clothing/species/tajaran/helmet.dmi',
|
||||
@@ -21,7 +21,7 @@
|
||||
desc = "Has a tag on it: Totally not property of a hostile corporation, honest!"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank/internals)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
sprite_sheets = list(
|
||||
"Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi',
|
||||
"Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi',
|
||||
@@ -86,7 +86,7 @@
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/strike
|
||||
name = "Syndicate Strike Team commando helmet"
|
||||
desc = "A heavily armored black helmet that is only given to high-ranking Syndicate operatives."
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
/obj/item/clothing/suit/space/syndicate/black/strike
|
||||
name = "Syndicate Strike Team commando space suit"
|
||||
desc = "A heavily armored, black space suit that is only given to high-ranking Syndicate operatives."
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
/obj/item/clothing/head/helmet/space/syndicate/black/red/strike
|
||||
name = "Syndicate Strike Team leader helmet"
|
||||
desc = "A heavily armored, black and red space helmet that is only given to elite Syndicate operatives, it looks particularly menacing."
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
@@ -171,7 +171,7 @@
|
||||
/obj/item/clothing/suit/space/syndicate/black/red/strike
|
||||
name = "Syndicate Strike Team leader space suit"
|
||||
desc = "A heavily armored, black and red space suit that is only given to elite Syndicate operatives, it looks particularly menacing."
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear.
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
icon_state = "void-syndi"
|
||||
desc = "A high tech, NASA Centcom branch designed space suit helmet. This one looks rather suspicious."
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
|
||||
/obj/item/clothing/suit/space/nasavoid/syndi
|
||||
name = "blood-red NASA void suit"
|
||||
@@ -83,7 +83,7 @@
|
||||
desc = "A high tech, NASA Centcom branch designed space suit. This one looks rather suspicious."
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword/saber,/obj/item/restraints/handcuffs,/obj/item/tank/internals)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285)
|
||||
|
||||
//random spawner
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
put_on_delay = 40
|
||||
max_integrity = 250
|
||||
resistance_flags = NONE
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
||||
)
|
||||
@@ -104,7 +104,7 @@
|
||||
icon_state = "secjacket_open"
|
||||
item_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
ignore_suitadjust = 0
|
||||
@@ -124,7 +124,7 @@
|
||||
icon_state = "hos"
|
||||
item_state = "hos"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 115, ACID = 450)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 115, ACID = 450)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
@@ -183,7 +183,7 @@
|
||||
icon_state = "captain_carapace"
|
||||
item_state = "armor"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
dog_fashion = null
|
||||
resistance_flags = FIRE_PROOF
|
||||
allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/flash, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/internals/emergency_oxygen, /obj/item/gun/energy, /obj/item/gun/projectile)
|
||||
@@ -200,7 +200,7 @@
|
||||
desc = "A less formal jacket for everyday captain use."
|
||||
icon_state = "captain_jacket"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
armor = list(MELEE = 40, BULLET = 20, LASER = 25, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
armor = list(MELEE = 40, BULLET = 20, LASER = 25, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/jacket/tunic
|
||||
@@ -212,7 +212,7 @@
|
||||
name = "captain's formal coat"
|
||||
desc = "For when an armored vest isn't fashionable enough."
|
||||
icon_state = "captain_formal"
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = INFINITY, ACID = 450)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/coat/white
|
||||
@@ -234,7 +234,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
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 = HIDEJUMPSUIT
|
||||
strip_delay = 80
|
||||
put_on_delay = 60
|
||||
@@ -276,7 +276,7 @@
|
||||
icon_state = "knight_templar"
|
||||
item_state = "knight_templar"
|
||||
allowed = list(/obj/item/nullrod/claymore)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/durathread
|
||||
name = "durathread vest"
|
||||
@@ -286,7 +286,7 @@
|
||||
strip_delay = 60
|
||||
max_integrity = 200
|
||||
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)
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
name = "bulletproof vest"
|
||||
@@ -297,7 +297,7 @@
|
||||
body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 8 SECONDS
|
||||
put_on_delay = 6 SECONDS
|
||||
sprite_sheets = list(
|
||||
@@ -320,7 +320,7 @@
|
||||
item_state = "swat_suit"
|
||||
body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 450, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50,RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
strip_delay = 12 SECONDS
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -334,7 +334,7 @@
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 75, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 75, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
var/last_reflect_time
|
||||
var/reflect_cooldown = 5 SECONDS
|
||||
|
||||
@@ -369,7 +369,7 @@
|
||||
icon_state = "reactiveoff"
|
||||
item_state = "reactiveoff"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
hit_reaction_chance = 50
|
||||
@@ -619,14 +619,14 @@
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
sprite_sheets = null
|
||||
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)
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
desc = "A heavily armored suit that protects against moderate damage."
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
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)
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
gas_transfer_coefficient = 0.90
|
||||
flags = THICKMATERIAL
|
||||
@@ -636,7 +636,7 @@
|
||||
hide_tail_by_species = list("Vox")
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
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)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
@@ -662,7 +662,7 @@
|
||||
desc = "A set of armor worn by members of the Nanotrasen Emergency Response Team."
|
||||
icon_state = "ertarmor_cmd"
|
||||
item_state = "armor"
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 50, ACID = 50)
|
||||
|
||||
//Commander
|
||||
/obj/item/clothing/suit/armor/vest/ert/command
|
||||
@@ -709,7 +709,7 @@
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 35, ACID = 35)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 35, ACID = 35)
|
||||
|
||||
//LAVALAND!
|
||||
|
||||
@@ -719,7 +719,7 @@
|
||||
item_state = "dragon"
|
||||
desc = "A suit of armour fashioned from the remains of an ash drake."
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/twohanded/spear)
|
||||
armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, BIO = 25, RAD = 25, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, RAD = 25, FIRE = INFINITY, ACID = INFINITY)
|
||||
hoodtype = /obj/item/clothing/head/hooded/drake
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
@@ -731,7 +731,7 @@
|
||||
icon_state = "dragon"
|
||||
item_state = "dragon"
|
||||
desc = "The skull of a dragon."
|
||||
armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, BIO = 25, RAD = 25, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, RAD = 25, FIRE = INFINITY, ACID = INFINITY)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -744,7 +744,7 @@
|
||||
item_state = "goliath_cloak"
|
||||
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/twohanded/spear, /obj/item/organ/internal/regenerative_core/legion, /obj/item/kitchen/knife/combat/survival)
|
||||
armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 75, ACID = 75) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
|
||||
armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 75, ACID = 75) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
|
||||
hoodtype = /obj/item/clothing/head/hooded/goliath
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
|
||||
@@ -753,7 +753,7 @@
|
||||
icon_state = "golhood"
|
||||
item_state = "golhood"
|
||||
desc = "A protective & concealing hood."
|
||||
armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 75, ACID = 75)
|
||||
armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 75, ACID = 75)
|
||||
flags = BLOCKHAIR
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
@@ -763,5 +763,5 @@
|
||||
icon_state = "bonearmor"
|
||||
item_state = "bonearmor"
|
||||
blood_overlay_type = "armor"
|
||||
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)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
flags = BLOCKHAIR | THICKMATERIAL
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
resistance_flags = ACID_PROOF
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
strip_delay = 70
|
||||
put_on_delay = 70
|
||||
@@ -61,11 +61,11 @@
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
icon_state = "bio_security"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/security
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 200, FIRE = 20, ACID = INFINITY)
|
||||
icon_state = "bio_security"
|
||||
|
||||
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
item_state = "paramedic-vest"
|
||||
allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/reagent_containers/syringe,
|
||||
/obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/internals/emergency_oxygen)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 5, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 50, ACID = 50)
|
||||
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
|
||||
@@ -34,7 +34,7 @@
|
||||
desc = "An armor-plated piece of fashion for the ruling elite. Protect your upper half in style."
|
||||
icon_state = "capmantle"
|
||||
item_state = "capmantle"
|
||||
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/hooded/chaplain_hoodie
|
||||
@@ -139,7 +139,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/reagent_containers/spray/pepper, /obj/item/flashlight, /obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/detective_scanner, /obj/item/taperecorder)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 40)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
@@ -175,7 +175,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 40)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
|
||||
@@ -245,7 +245,7 @@
|
||||
icon_state = "hosmantle"
|
||||
item_state = "hosmantle"
|
||||
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO|ARMS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
@@ -259,7 +259,7 @@
|
||||
desc = "An armored shawl for the head of personnel. It's remarkably well kept."
|
||||
icon_state = "hopmantle"
|
||||
item_state = "hopmantle"
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
|
||||
|
||||
//Internal Affairs
|
||||
/obj/item/clothing/suit/storage/internalaffairs
|
||||
@@ -360,4 +360,4 @@
|
||||
icon_state = "rdmantle"
|
||||
item_state = "rdmantle"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/robotanalyzer)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
species_exception = list(/datum/species/golem)
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
||||
|
||||
@@ -369,7 +369,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
|
||||
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi')
|
||||
@@ -402,7 +402,7 @@
|
||||
icon_state = "wintercoat_captain"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatcaptain"
|
||||
armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 0, ACID = 50)
|
||||
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/captain
|
||||
|
||||
@@ -414,7 +414,7 @@
|
||||
icon_state = "wintercoat_sec"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatsecurity"
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20)
|
||||
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/security
|
||||
sprite_sheets = list(
|
||||
@@ -437,7 +437,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatmedical"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/medical
|
||||
@@ -449,7 +449,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatscience"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/science
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/science
|
||||
@@ -460,7 +460,7 @@
|
||||
icon_state = "wintercoat_engi"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatengineer"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
|
||||
|
||||
@@ -502,7 +502,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
item_state = "coatminer"
|
||||
allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/t_scanner/adv_mining_scanner, /obj/item/storage/bag/ore, /obj/item/gun/energy/kinetic_accelerator)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/miner
|
||||
@@ -513,7 +513,7 @@
|
||||
desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a flash proof visor."
|
||||
icon_state = "ablativehood"
|
||||
flash_protect = FLASH_PROTECTION_FLASH
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
strip_delay = 3 SECONDS
|
||||
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi',
|
||||
"Grey" = 'icons/mob/clothing/species/grey/head.dmi')
|
||||
@@ -528,7 +528,7 @@
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
hoodtype = /obj/item/clothing/head/hooded/ablative
|
||||
strip_delay = 3 SECONDS
|
||||
@@ -778,7 +778,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
|
||||
/obj/item/clothing/head/mercy_hood
|
||||
@@ -789,7 +789,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
flags = BLOCKHAIR
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
|
||||
/obj/item/clothing/suit/jacket
|
||||
@@ -821,7 +821,7 @@
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
actions_types = list(/datum/action/item_action/zipper)
|
||||
adjust_flavour = "unzip"
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 30, ACID = 30)
|
||||
|
||||
/obj/item/clothing/suit/jacket/secbomber
|
||||
name = "security bomber jacket"
|
||||
@@ -837,7 +837,7 @@
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
put_on_delay = 40
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20)
|
||||
//End of inheritance from Security armour.
|
||||
sprite_sheets = list(
|
||||
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
|
||||
@@ -851,7 +851,7 @@
|
||||
icon_state = "bomberengi"
|
||||
item_state = "bomberengi"
|
||||
ignore_suitadjust = 0
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
@@ -865,7 +865,7 @@
|
||||
icon_state = "bomberatmos"
|
||||
item_state = "bomberatmos"
|
||||
ignore_suitadjust = 0
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
@@ -893,7 +893,7 @@
|
||||
item_state = "bombermining"
|
||||
ignore_suitadjust = 0
|
||||
allowed = list(/obj/item/pickaxe, /obj/item/t_scanner/adv_mining_scanner, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun/energy/kinetic_accelerator, /obj/item/shovel, /obj/item/storage/bag/ore)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
body_parts_covered = UPPER_TORSO | LOWER_TORSO | ARMS
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
@@ -963,7 +963,7 @@
|
||||
desc = "A military overcoat made of rough wool that is thick enough to provide excellent protection against the elements."
|
||||
icon_state = "sovietcoat"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 30, ACID = 30)
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
@@ -973,7 +973,7 @@
|
||||
name = "\improper Soviet officer's greatcoat"
|
||||
desc = "A military overcoat made with expensive wool. The U.S.S.P armband means it must belong to someone important."
|
||||
icon_state = "sovietofficercoat"
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 20, RAD = 0, FIRE = 30, ACID = 30)
|
||||
|
||||
/obj/item/clothing/suit/toggle/owlwings
|
||||
name = "owl cloak"
|
||||
@@ -982,7 +982,7 @@
|
||||
icon_state = "owl_wings"
|
||||
item_state = "owl_wings"
|
||||
body_parts_covered = ARMS
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 15, ACID = 15)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 15, ACID = 15)
|
||||
allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite)
|
||||
actions_types = list(/datum/action/item_action/toggle_wings)
|
||||
|
||||
@@ -1033,7 +1033,7 @@
|
||||
permeability_coefficient = 0.01
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
|
||||
armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
|
||||
@@ -1079,7 +1079,7 @@
|
||||
//Syndicate Chaplain Robe (WOLOLO!)
|
||||
/obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 10, FIRE = 20, ACID = 20)
|
||||
var/obj/item/nullrod/missionary_staff/linked_staff = null
|
||||
|
||||
/obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/examine(mob/user)
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen,/obj/item/extinguisher)
|
||||
slowdown = 1
|
||||
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 = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
@@ -67,7 +67,7 @@
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
icon_state = "bombsuit"
|
||||
flags = BLOCKHAIR | THICKMATERIAL
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, BIO = 0, RAD = 0, FIRE = 200, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, RAD = 0, FIRE = 200, ACID = 50)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
cold_protection = HEAD
|
||||
@@ -94,7 +94,7 @@
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, BIO = 0, RAD = 0, FIRE = 200, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, RAD = 0, FIRE = 200, ACID = 50)
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
@@ -127,7 +127,7 @@
|
||||
desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation"
|
||||
flags = BLOCKHAIR|THICKMATERIAL
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 75, RAD = INFINITY, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = INFINITY, FIRE = 20, ACID = 20)
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
resistance_flags = NONE
|
||||
@@ -150,7 +150,7 @@
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen, /obj/item/geiger_counter)
|
||||
slowdown = 1.5
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 75, RAD = INFINITY, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = INFINITY, FIRE = 20, ACID = 20)
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAIL
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "wizard"
|
||||
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
//Not given any special protective value since the magic robes are full-body protection --NEO
|
||||
strip_delay = 50
|
||||
@@ -49,7 +49,7 @@
|
||||
icon_state = "wizard-fake"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
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)
|
||||
magical = FALSE
|
||||
resistance_flags = FLAMMABLE
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
@@ -88,7 +88,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
allowed = list(/obj/item/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 50
|
||||
@@ -156,7 +156,7 @@
|
||||
item_state = "wizrobe"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
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)
|
||||
resistance_flags = FLAMMABLE
|
||||
magical = FALSE
|
||||
|
||||
@@ -166,7 +166,7 @@
|
||||
icon_state = "marisa"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
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)
|
||||
resistance_flags = FLAMMABLE
|
||||
magical = FALSE
|
||||
|
||||
@@ -177,7 +177,7 @@
|
||||
item_state = "marisarobe"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
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)
|
||||
resistance_flags = FLAMMABLE
|
||||
magical = FALSE
|
||||
|
||||
@@ -196,7 +196,7 @@
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
slowdown = 0
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
magical = TRUE
|
||||
@@ -218,7 +218,7 @@
|
||||
item_color = "wiz"
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
actions_types = list() //No inbuilt light
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
magical = TRUE
|
||||
|
||||
@@ -468,7 +468,7 @@
|
||||
icon_state = "skull"
|
||||
item_state = "skull"
|
||||
item_color = "skull"
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, BIO = 10, RAD = 5, FIRE = 0, ACID = 15)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 5, FIRE = 0, ACID = 15)
|
||||
allow_duplicates = FALSE
|
||||
|
||||
/obj/item/clothing/accessory/necklace/talisman
|
||||
@@ -477,7 +477,7 @@
|
||||
icon_state = "talisman"
|
||||
item_state = "talisman"
|
||||
item_color = "talisman"
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, BIO = 10, RAD = 5, FIRE = 0, ACID = 15)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 5, FIRE = 0, ACID = 15)
|
||||
allow_duplicates = FALSE
|
||||
|
||||
/obj/item/clothing/accessory/necklace/locket
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
icon_state = "navy_gold"
|
||||
item_state = "navy_gold"
|
||||
item_color = "navy_gold"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
displays_id = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/centcom/captain
|
||||
@@ -49,7 +49,7 @@
|
||||
icon_state = "navy_gold"
|
||||
item_state = "navy_gold"
|
||||
item_color = "navy_gold"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
displays_id = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/centcom/captain/solgov
|
||||
@@ -122,7 +122,7 @@
|
||||
icon_state = "blueshield"
|
||||
item_state = "blueshield"
|
||||
item_color = "blueshield"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
|
||||
/obj/item/clothing/under/rank/centcom/blueshield/skirt
|
||||
name = "blueshield's skirt"
|
||||
@@ -130,7 +130,7 @@
|
||||
icon_state = "blueshield_skirt"
|
||||
item_state = "blueshield_skirt"
|
||||
item_color = "blueshield_skirt"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
|
||||
/obj/item/clothing/under/rank/centcom/blueshield/formal
|
||||
name = "formal blueshield's uniform"
|
||||
@@ -138,5 +138,5 @@
|
||||
icon_state = "blueshield_formal"
|
||||
item_state = "blueshield_formal"
|
||||
item_color = "blueshield_formal"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
displays_id = FALSE
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
item_color = "janitor"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/civilian/librarian
|
||||
name = "sensible suit"
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "chief"
|
||||
item_color = "chief"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 5, FIRE = 200, ACID = 35)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 200, ACID = 35)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
|
||||
@@ -69,7 +69,7 @@
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
item_color = "engine"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 5, FIRE = 75, ACID = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 75, ACID = 10)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/engineer/sensor
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/clothing/under/rank/medical
|
||||
icon = 'icons/obj/clothing/under/medical.dmi'
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
sprite_sheets = list(
|
||||
"Human" = 'icons/mob/clothing/under/medical.dmi',
|
||||
@@ -16,7 +16,7 @@
|
||||
item_state = "cmo"
|
||||
item_color = "cmo"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, 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/under/rank/medical/chief_medical_officer/skirt
|
||||
name = "chief medical officer's jumpskirt"
|
||||
@@ -32,7 +32,7 @@
|
||||
item_state = "medical"
|
||||
item_color = "medical"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/medical/doctor/sensor
|
||||
sensor_mode = SENSOR_COORDS
|
||||
@@ -52,7 +52,7 @@
|
||||
item_state = "virology"
|
||||
item_color = "virology"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/medical/virologist/skirt
|
||||
name = "virologist's jumpskirt"
|
||||
@@ -67,7 +67,7 @@
|
||||
item_state = "nursesuit"
|
||||
item_color = "nursesuit"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/medical/nurse
|
||||
name = "nurse's dress"
|
||||
@@ -76,7 +76,7 @@
|
||||
item_state = "nurse"
|
||||
item_color = "nurse"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/medical/orderly
|
||||
name = "orderly's uniform"
|
||||
@@ -85,7 +85,7 @@
|
||||
item_state = "orderly"
|
||||
item_color = "orderly"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, 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/under/rank/medical/scrubs
|
||||
name = "blue medical scrubs"
|
||||
@@ -118,7 +118,7 @@
|
||||
item_state = "chemistry"
|
||||
item_color = "chemistry"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 50, ACID = 95)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 95)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/chemist/skirt
|
||||
name = "chemist's jumpskirt"
|
||||
@@ -133,7 +133,7 @@
|
||||
item_state = "paramedic"
|
||||
item_color = "paramedic"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 5, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/psych
|
||||
name = "psychiatrist's jumpsuit"
|
||||
@@ -156,4 +156,4 @@
|
||||
item_state = "medicalgown"
|
||||
item_color = "medicalgown"
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO
|
||||
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)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/obj/item/clothing/under/plasmaman
|
||||
name = "plasma envirosuit"
|
||||
desc = "A special containment suit that allows plasma-based lifeforms to exist safely in an oxygenated environment, and automatically extinguishes them in a crisis. Despite being airtight, it's not spaceworthy."
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
|
||||
strip_delay = 80
|
||||
var/next_extinguish = 0
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "engineer_envirosuit"
|
||||
item_state = "engineer_envirosuit"
|
||||
item_color = "engineer_envirosuit"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
/obj/item/clothing/under/plasmaman/engineering/ce
|
||||
name = "chief engineer's plasma envirosuit"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "security_envirosuit"
|
||||
item_state = "security_envirosuit"
|
||||
item_color = "security_envirosuit"
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
/obj/item/clothing/under/plasmaman/security/warden
|
||||
name = "warden plasma envirosuit"
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
icon_state = "director"
|
||||
item_state = "g_suit"
|
||||
item_color = "director"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 5, RAD = 0, FIRE = 0, ACID = 25)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 25)
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/research_director/dress
|
||||
name = "research director's dress uniform"
|
||||
@@ -29,7 +29,7 @@
|
||||
item_state = "science"
|
||||
item_color = "science"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/scientist/skirt
|
||||
name = "scientist's jumpskirt"
|
||||
@@ -58,7 +58,7 @@
|
||||
item_state = "genetics"
|
||||
item_color = "genetics"
|
||||
permeability_coefficient = 0.50
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, 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/under/rank/rnd/geneticist/skirt
|
||||
name = "geneticist's jumpskirt"
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/clothing/under/rank/security
|
||||
icon = 'icons/obj/clothing/under/security.dmi'
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
strip_delay = 50
|
||||
sprite_sheets = list(
|
||||
"Human" = 'icons/mob/clothing/under/security.dmi',
|
||||
@@ -111,7 +111,7 @@
|
||||
icon_state = "hos"
|
||||
item_state = "r_suit"
|
||||
item_color = "hos"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
|
||||
@@ -135,7 +135,7 @@
|
||||
icon_state = "durathread"
|
||||
item_state = "durathread"
|
||||
item_color = "durathread"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/under/misc/swimsuit/black
|
||||
name = "black swimsuit"
|
||||
@@ -176,7 +176,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
|
||||
armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "solgov"
|
||||
item_state = "ro_suit"
|
||||
item_color = "solgov"
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
displays_id = FALSE
|
||||
|
||||
icon = 'icons/obj/clothing/under/solgov.dmi'
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
item_state = "bl_suit"
|
||||
item_color = "syndicate"
|
||||
has_sensor = FALSE
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 35)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 35)
|
||||
|
||||
icon = 'icons/obj/clothing/under/syndicate.dmi'
|
||||
sprite_sheets = list(
|
||||
@@ -27,7 +27,7 @@
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
item_color = "tactifool"
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 35)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 35)
|
||||
|
||||
/obj/item/clothing/under/syndicate/sniper
|
||||
name = "tactical suit"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
icon = 'icons/mob/blob.dmi'
|
||||
icon_state = "blank_blob"
|
||||
max_integrity = 400
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 90)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 90)
|
||||
fire_resist = 2
|
||||
point_return = -1
|
||||
var/overmind_get_delay = 0 // we don't want to constantly try to find an overmind, do it every 5 minutes
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
icon_state = "blob"
|
||||
desc = "A Nuclear Warhead tangled in blob tendrils pulsating with a horrific green glow."
|
||||
max_integrity = 100
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 65, ACID = 90)
|
||||
point_return = 0
|
||||
|
||||
/obj/structure/blob/captured_nuke/Initialize(mapload, obj/machinery/nuclearbomb/N)
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
icon = 'icons/mob/blob.dmi'
|
||||
icon_state = "blank_blob"
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 65, ACID = 90)
|
||||
point_return = 18
|
||||
|
||||
/obj/structure/blob/node/Initialize(mapload)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
brute_resist = 0.25
|
||||
explosion_block = 3
|
||||
atmosblock = TRUE
|
||||
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)
|
||||
|
||||
/obj/structure/blob/shield/core
|
||||
point_return = 0
|
||||
|
||||
@@ -13,7 +13,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
|
||||
opacity = FALSE
|
||||
anchored = TRUE
|
||||
max_integrity = 30
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 70)
|
||||
flags_2 = CRITICAL_ATOM_2
|
||||
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
|
||||
var/health_timestamp = 0
|
||||
|
||||
@@ -65,4 +65,4 @@
|
||||
icon_state = "xmashat"
|
||||
desc = "A crappy paper hat that you are REQUIRED to wear."
|
||||
flags_inv = 0
|
||||
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)
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
opacity = TRUE
|
||||
resistance_flags = FLAMMABLE
|
||||
max_integrity = 200
|
||||
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)
|
||||
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/bible, /obj/item/tome) //Things allowed in the bookcase
|
||||
|
||||
/obj/structure/bookcase/attackby(obj/item/O, mob/user)
|
||||
|
||||
@@ -179,4 +179,4 @@
|
||||
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)
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
|
||||
hoodtype = /obj/item/clothing/head/hooded/explorer
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
|
||||
resistance_flags = FIRE_PROOF
|
||||
hide_tail_by_species = list("Vox" , "Vulpkanin" , "Unathi" , "Tajaran")
|
||||
@@ -33,7 +33,7 @@
|
||||
flags_cover = HEADCOVERSEYES
|
||||
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50)
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
sprite_sheets = list(
|
||||
@@ -51,7 +51,7 @@
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
slowdown = 0
|
||||
armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/melee/spellblade)
|
||||
|
||||
|
||||
@@ -79,7 +79,7 @@
|
||||
item_state = "hostile_env"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hostile_environment/Initialize(mapload)
|
||||
|
||||
@@ -21,7 +21,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "markerrandom"
|
||||
base_icon_state = "marker"
|
||||
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
|
||||
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, RAD = 100, FIRE = 25, ACID = 0)
|
||||
max_integrity = 50
|
||||
merge_type = /obj/item/stack/marker_beacon
|
||||
max_amount = 100
|
||||
@@ -74,7 +74,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "marker"
|
||||
layer = BELOW_OPEN_DOOR_LAYER
|
||||
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
|
||||
armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, RAD = 100, FIRE = 25, ACID = 0)
|
||||
max_integrity = 50
|
||||
anchored = TRUE
|
||||
light_range = 2
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
desc = "Voices echo from the hardsuit, driving the user insane. Is not space-proof."
|
||||
icon_state = "hardsuit-berserker"
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/twohanded/spear)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
hoodtype = /obj/item/clothing/head/hooded/berserker
|
||||
flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT | HIDETAIL
|
||||
heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
|
||||
@@ -187,7 +187,7 @@
|
||||
light_color = BERSERK_COLOUR
|
||||
light_power = 4
|
||||
actions_types = list(/datum/action/item_action/berserk_mode)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, RAD = 0, FIRE = INFINITY, ACID = INFINITY)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -710,7 +710,7 @@
|
||||
name = "pile of bandages"
|
||||
desc = "It emits a strange aura, as if there was still life within it..."
|
||||
max_integrity = 50
|
||||
armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50)
|
||||
armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, FIRE = -50, ACID = -50)
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "pile_bandages"
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
w_class = 100
|
||||
item_state = "electronic"
|
||||
flags = CONDUCT
|
||||
var/module_armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
var/module_armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/// Has the AI hacked the borg module, allowing access to the malf AI exclusive item.
|
||||
var/malfhacked = FALSE
|
||||
@@ -536,7 +536,7 @@
|
||||
/obj/item/robot_module/miner
|
||||
name = "miner robot module"
|
||||
module_type = "Miner"
|
||||
module_armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
module_armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
module_actions = list(/datum/action/innate/robot_sight/meson)
|
||||
custom_removals = list("KA modkits")
|
||||
basic_modules = list(
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "A standard Nanotrasen-licensed newsfeed handler for use in commercial space stations. All the news you absolutely have no use for, in one place!"
|
||||
icon = 'icons/obj/terminals.dmi'
|
||||
icon_state = "newscaster_off"
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
|
||||
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
|
||||
max_integrity = 200
|
||||
integrity_failure = 50
|
||||
light_range = 0
|
||||
|
||||
@@ -5,5 +5,5 @@
|
||||
name = "ninja hood"
|
||||
icon_state = "s-ninja"
|
||||
item_state = "s-ninja_hood"
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
blockTracking = 1
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "s-ninja"
|
||||
permeability_coefficient = 0.01
|
||||
flags = NOSLIP
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
cold_protection = FEET
|
||||
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
|
||||
heat_protection = FEET
|
||||
|
||||
@@ -14,7 +14,7 @@ Contents:
|
||||
item_state = "s-ninja_suit"
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/melee/baton, /obj/item/tank/internals, /obj/item/stock_parts/cell)
|
||||
slowdown = 0
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY)
|
||||
|
||||
var/suitActive = 0
|
||||
var/suitBusy = 0
|
||||
|
||||
@@ -15,7 +15,7 @@ GLOBAL_LIST_EMPTY(PDAs)
|
||||
item_state = "electronic"
|
||||
w_class = WEIGHT_CLASS_TINY
|
||||
slot_flags = SLOT_ID | SLOT_BELT | SLOT_PDA
|
||||
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
|
||||
origin_tech = "programming=2"
|
||||
|
||||
|
||||
@@ -146,7 +146,7 @@
|
||||
|
||||
/obj/machinery/power/apc/New(turf/loc, direction, building = 0)
|
||||
if(!armor)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, RAD = 100, FIRE = 90, ACID = 50)
|
||||
..()
|
||||
GLOB.apcs += src
|
||||
GLOB.apcs = sortAtom(GLOB.apcs)
|
||||
|
||||
@@ -28,7 +28,7 @@ field_generator power level display
|
||||
power_state = NO_POWER_USE
|
||||
max_integrity = 500
|
||||
//100% immune to lasers and energy projectiles since it absorbs their energy.
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 70)
|
||||
var/const/num_power_levels = 6 // Total number of power level icon has
|
||||
var/power_level = 0
|
||||
var/active = FG_OFFLINE
|
||||
|
||||
@@ -67,7 +67,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
|
||||
anchored = FALSE
|
||||
density = TRUE
|
||||
max_integrity = 500
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 80)
|
||||
var/obj/machinery/particle_accelerator/control_box/master = null
|
||||
var/construction_state = 0
|
||||
var/reference = null
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
anchored = TRUE
|
||||
layer = 5
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
|
||||
var/stage = 1
|
||||
/// Light bulb type
|
||||
|
||||
@@ -296,7 +296,7 @@
|
||||
amount_per_transfer_from_this = 20
|
||||
possible_transfer_amounts = list(5,10,15,20,25,30,50,80,100,120)
|
||||
volume = 120
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head
|
||||
slot_flags = SLOT_HEAD
|
||||
resistance_flags = NONE
|
||||
blocks_emissive = EMISSIVE_BLOCK_GENERIC
|
||||
@@ -308,7 +308,7 @@
|
||||
icon_state = "woodbucket"
|
||||
item_state = "woodbucket"
|
||||
materials = null
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
resistance_flags = FLAMMABLE
|
||||
|
||||
/obj/item/reagent_containers/glass/bucket/equipped(mob/user, slot)
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
anchored = TRUE
|
||||
density = TRUE
|
||||
on_blueprints = TRUE
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 90, ACID = 30)
|
||||
max_integrity = 200
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
|
||||
resistance_flags = FIRE_PROOF
|
||||
@@ -724,7 +724,7 @@
|
||||
dir = 0 // dir will contain dominant direction for junction pipes
|
||||
var/health = 10 // health points 0-10
|
||||
max_integrity = 200
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 90, ACID = 30)
|
||||
damage_deflection = 10
|
||||
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
|
||||
plane = FLOOR_PLANE
|
||||
|
||||
@@ -292,7 +292,7 @@
|
||||
|
||||
//Some armor so it's harder to kill someone by mistake.
|
||||
/obj/structure/puzzle_element/prison
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 50, ACID = 50)
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50)
|
||||
|
||||
/obj/structure/puzzle_element/prison/relaymove(mob/user)
|
||||
return
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon = 'icons/vehicles/4wheeler.dmi'
|
||||
icon_state = "atv"
|
||||
max_integrity = 150
|
||||
armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
|
||||
armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 60, ACID = 60)
|
||||
key_type = /obj/item/key
|
||||
integrity_failure = 70
|
||||
generic_pixel_x = 0
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A brave security cyborg gave its life to help you look like a complete tool."
|
||||
icon_state = "secway"
|
||||
max_integrity = 100
|
||||
armor = list(MELEE = 20, BULLET = 15, LASER = 10, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
|
||||
armor = list(MELEE = 20, BULLET = 15, LASER = 10, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 60, ACID = 60)
|
||||
key_type = /obj/item/key/security
|
||||
integrity_failure = 50
|
||||
generic_pixel_x = 0
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
can_buckle = TRUE
|
||||
buckle_lying = FALSE
|
||||
max_integrity = 300
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 60, ACID = 60)
|
||||
var/key_type
|
||||
var/held_key_type //Similar to above, but the vehicle needs the key in hands as opposed to inserted into the ignition
|
||||
var/obj/item/key/inserted_key
|
||||
|
||||
Reference in New Issue
Block a user