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CMO's very own modsuit - 'Salvation' (#31941)
* sprites and theme * searchlight module * suit storages * trader spawner * actual plating item * misc updates * species sprite hell * linter * module description * Now protects contents from radiation * CBRN module * removes extra comment * nerfs default rad protection to 75% * clothing icon changes * linter. * removes searchlight module * komrad request - removes fireproof, keeps high fire resistance * fixes backside sprite
This commit is contained in:
@@ -558,6 +558,68 @@
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/obj/item/mod/armor/mod_theme_rescue
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armor = list(MELEE = 20, BULLET = 20, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 250, FIRE = 150, ACID = 150) //Extra melee / bullet armor for if they get caught in a fight. Of course, no laser armor.
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/datum/mod_theme/salvation
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name = "'Salvation' hazard"
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desc = "An experimental medical suit designed for emergency care in conflict zones and extreme environmental hazards."
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extended_desc = "An experimental upgrade to the Apollo and Valkyrie lines, the D-142E 'Salvation' is a bulky, moderately-armored medical modsuit designed by DeForest Medical Corperation. \
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Sacrificing the light-weight design of previous iterations for additional protection from both weapons and environmental factors, while boasting a more powerful core and servos to partially offset the excess weight. \
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The suit's armor has seen even more improvements with a careful mix of composite and standard ballistic armor, along with an advanced CBRN active protection system. \
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The experimental nature of this suit makes it exclusive to the most practical and wealthy positions outside DeForest testing."
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default_skin = "salvation"
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armor_type_1 = /obj/item/mod/armor/mod_theme_salvation
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resistance_flags = ACID_PROOF
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flag_2_flags = RAD_PROTECT_CONTENTS_2 // only protects stored items
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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charge_drain = DEFAULT_CHARGE_DRAIN * 2
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slowdown_active = 0.35
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inbuilt_modules = list(/obj/item/mod/module/cbrn)
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allowed_suit_storage = list(
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/obj/item/healthanalyzer,
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/obj/item/reagent_containers/dropper,
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/obj/item/reagent_containers/glass/beaker,
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/obj/item/reagent_containers/glass/bottle,
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/obj/item/reagent_containers/hypospray,
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/obj/item/reagent_containers/syringe,
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/obj/item/stack/medical,
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/obj/item/sensor_device,
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/obj/item/storage/pill_bottle,
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/obj/item/storage/bag/chemistry,
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/obj/item/storage/bag/bio,
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/obj/item/melee/classic_baton/telescopic,
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/obj/item/gun
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)
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skins = list(
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"salvation" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = COLLAR_LAYER,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEEARS | HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/obj/item/mod/armor/mod_theme_salvation
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armor = list(MELEE = 25, BULLET = 20, LASER = 15, ENERGY = 10, BOMB = 25, RAD = 150, FIRE = 250, ACID = 150) //Extra armor in compensation of being slower then, and an improvement of the valkyrie.
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/datum/mod_theme/research
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name = "'Minerva' research"
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desc = "A powered EOD suit produced by Aussec Armory. Absolutely unmatched explosive and acid protection, along with heavy conventional armor and high modding potential."
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