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Armor overhaul, phase 1.
Armor protection rates are now handled by checking the var I added to obj/item/clothing instead of static percentile chances in the robusting code. What this means for the future is armors that differ in more than just bodyparts protected. Currently, all armors/helmets are running off the same set of protective values, which are roughly identical to the old hardcoded ones. a future phase will juggle these numbers around. What this means for right now: *Melee attacks to the chest/groin are slightly more likely to succeed than before. (80%-force block chance instead of 90%-force) *Bullets are slightly more likely to penetrate armor than before. (60% block/30% partial instead of 70%/40%) *Alien spit/e-crossbow bolts have a 10% chance of being blocked by armor. Lasers/Pulse Rifles/Tasers have unchanged values, as do melee head/arm/leg/hand/foot shots. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1561 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -18,7 +18,7 @@
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var/radiation_protection = 0.0 //percentage of radiation it will absorb
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var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
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var/armor = list(melee = 0, bullet = 0, laser = 0, taser = 0, bomb = 0, bio = 0)
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@@ -133,6 +133,7 @@
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icon_state = "helmet"
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flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
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item_state = "helmet"
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armor = list(melee = 80, bullet = 60, laser = 40, taser = 5, bomb = 0)
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protective_temperature = 500
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heat_transfer_coefficient = 0.10
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@@ -180,6 +180,7 @@
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/obj/item/clothing/suit/armor
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allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/gun/revolver,/obj/item/weapon/baton,/obj/item/weapon/handcuffs)
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armor = list(melee = 80, bullet = 60, laser = 40, taser = 5, bomb = 0, bio = 10)
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/obj/item/clothing/suit/armor/vest
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name = "armor"
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