Removes bio resist from the code (#21108)

* BIO armor is kill

* some more stuff that uses bio resist

* I did a scuffed merge conflict solve but it works
This commit is contained in:
DGamerL
2023-06-03 10:50:22 +02:00
committed by GitHub
parent edef576f2e
commit 173bfb92f5
163 changed files with 428 additions and 430 deletions
@@ -408,7 +408,7 @@
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all
/obj/item/clothing/suit/space/changeling/Initialize(mapload)
. = ..()
@@ -426,7 +426,7 @@
icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = BLOCKHAIR | STOPSPRESSUREDMAGE | NODROP | DROPDEL
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90)
/***************************************\
@@ -453,7 +453,7 @@
icon_state = "lingarmor"
flags = NODROP | DROPDEL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90)
var/armor_durability = 600
flags_inv = HIDEJUMPSUIT
cold_protection = 0
@@ -488,7 +488,7 @@
armor_durability -= damage
else
armor_durability--
if(armor_durability <= 0)
visible_message("<span class='warning'>[owner]'s chitinous armor collapses in clumps onto the ground.</span>")
new /obj/effect/decal/cleanable/shreds(owner.loc)
@@ -502,5 +502,5 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
flags = BLOCKHAIR | NODROP | DROPDEL
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEEARS
@@ -79,7 +79,7 @@
req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_ENGINE_EQUIP)
max_integrity = 250
integrity_failure = 80
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
siemens_strength = 1
var/custom_name
@@ -16,7 +16,7 @@ Pipelines + Other Objects -> Pipe network
power_state = NO_POWER_USE
power_channel = PW_CHANNEL_ENVIRONMENT
on_blueprints = TRUE
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 100, ACID = 70)
layer = GAS_PIPE_HIDDEN_LAYER //under wires
var/layer_offset = 0.0 // generic over VISIBLE and HIDDEN, should be less than 0.01, or you'll reorder non-pipe things
@@ -13,7 +13,7 @@
plane = GAME_PLANE
interact_offline = TRUE
max_integrity = 350
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 30, ACID = 30)
var/temperature_archived
var/current_heat_capacity = 50
@@ -7,7 +7,7 @@
density = TRUE
max_integrity = 300
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
idle_power_consumption = 500
@@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(gas_meters)
layer_offset = GAS_PUMP_OFFSET
anchored = TRUE
max_integrity = 150
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 40, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 40, ACID = 0)
power_channel = PW_CHANNEL_ENVIRONMENT
power_state = IDLE_POWER_USE
idle_power_consumption = 2
@@ -58,7 +58,7 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new())
icon_state = "yellow"
density = TRUE
flags = CONDUCT
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 50)
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 80, ACID = 50)
max_integrity = 250
integrity_failure = 100
@@ -4,7 +4,7 @@
layer = BELOW_OBJ_LAYER
power_state = NO_POWER_USE
max_integrity = 250
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 60, ACID = 30)
var/datum/gas_mixture/air_contents = new
var/obj/machinery/atmospherics/unary/portables_connector/connected_port
@@ -157,7 +157,7 @@
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
item_state = "anc_helm"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
sprite_sheets = null
@@ -167,7 +167,7 @@
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
item_state = "anc_hardsuit"
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75)
slowdown = 3
resistance_flags = FIRE_PROOF
sprite_sheets = null
+7 -7
View File
@@ -199,7 +199,7 @@
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
icon = 'icons/obj/clothing/under/color.dmi'
@@ -256,7 +256,7 @@
item_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
@@ -291,7 +291,7 @@
item_state = "meson"
resistance_flags = NONE
prescription_upgradable = TRUE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
@@ -360,7 +360,7 @@
item_state = "ygloves"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -391,7 +391,7 @@
item_color = "grey"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
@@ -425,7 +425,7 @@
icon_state = "gas_alt"
item_state = "gas_alt"
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
flags = AIRTIGHT | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
gas_transfer_coefficient = 0.01
@@ -476,7 +476,7 @@
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
+4 -4
View File
@@ -539,7 +539,7 @@
icon = 'icons/obj/clothing/suits.dmi'
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = SLOT_OCLOTHING
@@ -633,7 +633,7 @@
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "s_helmet"
permeability_coefficient = 0.01
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 115)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -658,7 +658,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 115)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -679,7 +679,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
+1 -1
View File
@@ -128,7 +128,7 @@
prescription_upgradable = TRUE
scan_reagents = 1 //You can see reagents while wearing science goggles
resistance_flags = ACID_PROOF
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = INFINITY)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = INFINITY)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
"Grey" = 'icons/mob/clothing/species/grey/eyes.dmi',
@@ -261,7 +261,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 115, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/gloves.dmi',
"Drask" = 'icons/mob/clothing/species/drask/gloves.dmi',
+3 -3
View File
@@ -44,7 +44,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 50)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/gloves.dmi',
"Drask" = 'icons/mob/clothing/species/drask/gloves.dmi',
@@ -65,7 +65,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 5, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
@@ -78,7 +78,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 115, ACID = 20)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 20)
/obj/item/clothing/gloves/batmangloves
name = "batgloves"
+1 -1
View File
@@ -85,7 +85,7 @@
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
item_color = null
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = 20, ACID = 5)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 20, ACID = 5)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
+1 -1
View File
@@ -7,7 +7,7 @@
var/brightness_on = 4 //luminosity when on
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 5, RAD = 10, FIRE = INFINITY, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
+15 -13
View File
@@ -6,7 +6,7 @@
flags = HEADBANGPROTECT
flags_cover = HEADCOVERSEYES
item_state = "helmetmaterials"
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -73,7 +73,7 @@
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "bulletproof"
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, RAD = 0, FIRE = 50, ACID = 50)
dog_fashion = null
/obj/item/clothing/head/helmet/riot
@@ -81,7 +81,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200)
armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200)
flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -121,8 +121,10 @@
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
item_state = "swat"
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 450, RAD = 10, FIRE = 50, ACID = 50)
armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, RAD = 10, FIRE = 50, ACID = 50)
flags = BLOCKHAIR
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -143,7 +145,7 @@
icon_state = "thunderdome"
flags = null
item_state = "thunderdome"
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450)
armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -155,7 +157,7 @@
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = null
armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 50)
armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = INFINITY, ACID = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
@@ -164,7 +166,7 @@
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/roman/legionaire
name = "roman legionaire helmet"
@@ -174,7 +176,7 @@
/obj/item/clothing/head/helmet/roman/legionaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
@@ -197,7 +199,7 @@
icon_state = "redtaghelm"
flags = null
item_state = "redtaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -208,7 +210,7 @@
icon_state = "bluetaghelm"
flags = null
item_state = "bluetaghelm"
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -242,14 +244,14 @@
desc = "Deus Vult."
icon_state = "knight_templar"
item_state = "knight_templar"
armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = 5, RAD = 0, FIRE = 200, ACID = 200)
armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 200, ACID = 200)
/obj/item/clothing/head/helmet/skull
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
@@ -260,7 +262,7 @@
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 35, ACID = 50)
armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/helmet/street_judge
+12 -12
View File
@@ -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
+3 -3
View File
@@ -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
+4 -4
View File
@@ -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
+4 -4
View File
@@ -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
+4 -4
View File
@@ -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
// ********************************************************************
+1 -1
View File
@@ -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
+4 -4
View File
@@ -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"
+34 -34
View File
@@ -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
+6 -6
View File
@@ -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
+2 -2
View File
@@ -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
+23 -23
View File
@@ -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
+4 -4
View File
@@ -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"
+7 -7
View File
@@ -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)
+1 -1
View File
@@ -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',
+21 -21
View File
@@ -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)
+5 -5
View File
@@ -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
+8 -8
View File
@@ -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
+5 -5
View File
@@ -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
+1 -1
View File
@@ -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"
+3 -3
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -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)
+1 -1
View File
@@ -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(
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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"
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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)
+2 -2
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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
+1 -1
View File
@@ -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