then-we-shall-reforge-the-armor-from-what-remains

This commit is contained in:
Fox McCloud
2019-09-10 07:03:05 -04:00
parent 177ac43f23
commit f998cb74ad
147 changed files with 390 additions and 398 deletions

View File

@@ -12,7 +12,7 @@ GLOBAL_DATUM_INIT(pipe_icon_manager, /datum/pipe_icon_manager, new())
/obj/machinery/atmospherics /obj/machinery/atmospherics
anchored = 1 anchored = 1
layer = GAS_PIPE_HIDDEN_LAYER //under wires layer = GAS_PIPE_HIDDEN_LAYER //under wires
plane = FLOOR_PLANE plane = FLOOR_PLANE
idle_power_usage = 0 idle_power_usage = 0
active_power_usage = 0 active_power_usage = 0
power_channel = ENVIRON power_channel = ENVIRON
@@ -31,8 +31,8 @@ GLOBAL_DATUM_INIT(pipe_icon_manager, /datum/pipe_icon_manager, new())
var/image/pipe_image var/image/pipe_image
/obj/machinery/atmospherics/New() /obj/machinery/atmospherics/New()
if(!armor) if (!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..() ..()
if(!pipe_color) if(!pipe_color)
@@ -66,7 +66,7 @@ GLOBAL_DATUM_INIT(pipe_icon_manager, /datum/pipe_icon_manager, new())
if(level == 2 || !T.intact) if(level == 2 || !T.intact)
plane = GAME_PLANE plane = GAME_PLANE
else else
plane = FLOOR_PLANE plane = FLOOR_PLANE
/obj/machinery/atmospherics/proc/update_pipe_image() /obj/machinery/atmospherics/proc/update_pipe_image()
pipe_image = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir) //the 20 puts it above Byond's darkness (not its opacity view) pipe_image = image(src, loc, layer = ABOVE_HUD_LAYER, dir = dir) //the 20 puts it above Byond's darkness (not its opacity view)

View File

@@ -3,6 +3,7 @@
icon = 'icons/mob/blob.dmi' icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob" icon_state = "blank_blob"
health = 200 health = 200
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90)
fire_resist = 2 fire_resist = 2
point_return = -1 point_return = -1
var/mob/camera/blob/overmind = null // the blob core's overmind var/mob/camera/blob/overmind = null // the blob core's overmind

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@@ -3,6 +3,7 @@
icon = 'icons/mob/blob.dmi' icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob" icon_state = "blank_blob"
health = 100 health = 100
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 65, "acid" = 90)
fire_resist = 2 fire_resist = 2
point_return = 18 point_return = 18
var/mob/camera/blob/overmind var/mob/camera/blob/overmind

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@@ -7,6 +7,7 @@
fire_resist = 2 fire_resist = 2
point_return = 4 point_return = 4
var/maxHealth = 75 var/maxHealth = 75
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/obj/structure/blob/shield/core /obj/structure/blob/shield/core
point_return = 0 point_return = 0

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@@ -7,6 +7,7 @@
density = 0 density = 0
opacity = 0 opacity = 0
anchored = 1 anchored = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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/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 = 30 var/health = 30
var/health_timestamp = 0 var/health_timestamp = 0

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@@ -422,7 +422,7 @@
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel." desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL
allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/tank/oxygen) allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/tank/oxygen)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) //No armor at all. armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all
/obj/item/clothing/suit/space/changeling/New() /obj/item/clothing/suit/space/changeling/New()
..() ..()
@@ -440,7 +440,7 @@
icon_state = "lingspacehelmet" icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front." desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags = BLOCKHAIR | STOPSPRESSUREDMAGE | NODROP | DROPDEL flags = BLOCKHAIR | STOPSPRESSUREDMAGE | NODROP | DROPDEL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/***************************************\ /***************************************\
@@ -469,7 +469,7 @@
icon_state = "lingarmor" icon_state = "lingarmor"
flags = NODROP | DROPDEL flags = NODROP | DROPDEL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS 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) armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
cold_protection = 0 cold_protection = 0
heat_protection = 0 heat_protection = 0
@@ -485,5 +485,5 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front." desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet" icon_state = "lingarmorhelmet"
flags = BLOCKHAIR | NODROP | DROPDEL flags = BLOCKHAIR | NODROP | DROPDEL
armor = list(melee = 30, bullet = 30, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0) armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
flags_inv = HIDEEARS flags_inv = HIDEEARS

View File

@@ -67,7 +67,7 @@
desc = "A hood worn by the followers of a cult." desc = "A hood worn by the followers of a cult."
flags_inv = HIDEFACE flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
armor = list(melee = 30, bullet = 10, laser = 5, energy = 5, bomb = 0, bio = 0, rad = 0) armor = list(melee = 30, bullet = 10, laser = 5, energy = 5, bomb = 0, bio = 0, rad = 0, fire = 10, acid = 10)
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -85,7 +85,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/culthood hoodtype = /obj/item/clothing/head/hooded/culthood
allowed = list(/obj/item/tome,/obj/item/melee/cultblade) allowed = list(/obj/item/tome,/obj/item/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 40, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
/obj/item/clothing/suit/hooded/cultrobes/alt /obj/item/clothing/suit/hooded/cultrobes/alt
@@ -101,7 +101,7 @@
flags = BLOCKHAIR flags = BLOCKHAIR
flags_inv = HIDEFACE flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
armor = list(melee = 30, bullet = 30, laser = 30, energy = 20, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 30, "laser" = 50, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
/obj/item/clothing/suit/magusred /obj/item/clothing/suit/magusred
name = "magus robes" name = "magus robes"
@@ -110,7 +110,7 @@
item_state = "magusred" item_state = "magusred"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tome,/obj/item/melee/cultblade) allowed = list(/obj/item/tome,/obj/item/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0) armor = list("melee" = 50, "bullet" = 30, "laser" = 50, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/cult /obj/item/clothing/head/helmet/space/cult
@@ -118,7 +118,7 @@
desc = "A space worthy helmet used by the followers of a cult." desc = "A space worthy helmet used by the followers of a cult."
icon_state = "cult_helmet" icon_state = "cult_helmet"
item_state = "cult_helmet" item_state = "cult_helmet"
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30) armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
/obj/item/clothing/suit/space/cult /obj/item/clothing/suit/space/cult
name = "cult armor" name = "cult armor"
@@ -128,7 +128,7 @@
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/tome,/obj/item/melee/cultblade,/obj/item/tank) allowed = list(/obj/item/tome,/obj/item/melee/cultblade,/obj/item/tank)
slowdown = 1 slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30) armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
/obj/item/clothing/suit/hooded/cultrobes/cult_shield /obj/item/clothing/suit/hooded/cultrobes/cult_shield
name = "empowered cultist robe" name = "empowered cultist robe"
@@ -136,7 +136,7 @@
icon_state = "cult_armour" icon_state = "cult_armour"
item_state = "cult_armour" item_state = "cult_armour"
w_class = WEIGHT_CLASS_BULKY w_class = WEIGHT_CLASS_BULKY
armor = list(melee = 50, bullet = 40, laser = 50, energy = 30, bomb = 50, bio = 30, rad = 30) armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tome,/obj/item/melee/cultblade) allowed = list(/obj/item/tome,/obj/item/melee/cultblade)
var/current_charges = 3 var/current_charges = 3
@@ -146,7 +146,7 @@
name = "empowered cultist robe" name = "empowered cultist robe"
desc = "Empowered garb which creates a powerful shield around the user." desc = "Empowered garb which creates a powerful shield around the user."
icon_state = "cult_hoodalt" icon_state = "cult_hoodalt"
armor = list(melee = 50, bullet = 40, laser = 50, energy = 30, bomb = 50, bio = 30, rad = 30) armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
body_parts_covered = HEAD body_parts_covered = HEAD
flags_inv = HIDEFACE flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
@@ -179,7 +179,7 @@
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome,/obj/item/melee/cultblade) allowed = list(/obj/item/tome,/obj/item/melee/cultblade)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
armor = list(melee = -50, bullet = -50, laser = -100, energy = -50, bomb = -50, bio = -50, rad = -50) armor = list("melee" = -45, "bullet" = -45, "laser" = -45,"energy" = -45, "bomb" = -45, "bio" = -45, "rad" = -45, "fire" = 0, "acid" = 0)
slowdown = -1 slowdown = -1
hoodtype = /obj/item/clothing/head/hooded/berserkerhood hoodtype = /obj/item/clothing/head/hooded/berserkerhood
@@ -190,7 +190,7 @@
icon_state = "culthood" icon_state = "culthood"
flags_inv = HIDEFACE flags_inv = HIDEFACE
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
armor = list(melee = -100, bullet = -100, laser = -100, energy = -100, bomb = -100, bio = -100, rad = -100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/whetstone/cult /obj/item/whetstone/cult
name = "eldritch whetstone" name = "eldritch whetstone"
@@ -358,7 +358,7 @@
item_state = "cultrobesalt" item_state = "cultrobesalt"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
allowed = list(/obj/item/tome,/obj/item/melee/cultblade) allowed = list(/obj/item/tome,/obj/item/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0) armor = list(melee = 50, bullet = 30, laser = 50, energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
flags_inv = HIDEJUMPSUIT flags_inv = HIDEJUMPSUIT
flags = NODROP | DROPDEL flags = NODROP | DROPDEL

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@@ -14,15 +14,15 @@
item_state = "armor" item_state = "armor"
blood_overlay_type = "armor" blood_overlay_type = "armor"
origin_tech = "magnets=7;biotech=4;powerstorage=4;abductor=4" origin_tech = "magnets=7;biotech=4;powerstorage=4;abductor=4"
armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15) armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
actions_types = list(/datum/action/item_action/hands_free/activate) actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(/obj/item/abductor, /obj/item/abductor_baton, /obj/item/melee/baton, /obj/item/gun/energy, /obj/item/restraints/handcuffs) allowed = list(/obj/item/abductor, /obj/item/abductor_baton, /obj/item/melee/baton, /obj/item/gun/energy, /obj/item/restraints/handcuffs)
var/mode = VEST_STEALTH var/mode = VEST_STEALTH
var/stealth_active = 0 var/stealth_active = 0
var/combat_cooldown = 10 var/combat_cooldown = 10
var/datum/icon_snapshot/disguise var/datum/icon_snapshot/disguise
var/stealth_armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15) var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
var/combat_armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 50, rad = 50) var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
sprite_sheets = null sprite_sheets = null
/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop() /obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()

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@@ -76,7 +76,7 @@ var/bomb_set
if(panel_open && (istype(O, /obj/item/multitool) || istype(O, /obj/item/wirecutters))) if(panel_open && (istype(O, /obj/item/multitool) || istype(O, /obj/item/wirecutters)))
return attack_hand(user) return attack_hand(user)
if(istype(O, /obj/item/disk/nuclear)) if(istype(O, /obj/item/disk/nuclear))
if(extended) if(extended)
if(!user.drop_item()) if(!user.drop_item())
@@ -405,7 +405,7 @@ var/bomb_set
name = "nuclear authentication disk" name = "nuclear authentication disk"
desc = "Better keep this safe." desc = "Better keep this safe."
icon_state = "nucleardisk" icon_state = "nucleardisk"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
/obj/item/disk/nuclear/unrestricted /obj/item/disk/nuclear/unrestricted
desc = "Seems to have been stripped of its safeties, you better not lose it." desc = "Seems to have been stripped of its safeties, you better not lose it."

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@@ -24,7 +24,7 @@
unacidable = 1 unacidable = 1
heat_protection = null //You didn't expect a light-sensitive creature to have heat resistance, did you? heat_protection = null //You didn't expect a light-sensitive creature to have heat resistance, did you?
max_heat_protection_temperature = null max_heat_protection_temperature = null
armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100) armor = list(melee = 25, bullet = 0, laser = 0, energy = 0, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
flags = ABSTRACT | NODROP | THICKMATERIAL | STOPSPRESSUREDMAGE flags = ABSTRACT | NODROP | THICKMATERIAL | STOPSPRESSUREDMAGE

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@@ -8,7 +8,7 @@
use_power = IDLE_POWER_USE use_power = IDLE_POWER_USE
current_heat_capacity = 1000 current_heat_capacity = 1000
layer = 3 layer = 3
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
/obj/machinery/atmospherics/unary/cold_sink/freezer/New() /obj/machinery/atmospherics/unary/cold_sink/freezer/New()
..() ..()
@@ -168,7 +168,7 @@
anchored = 1.0 anchored = 1.0
layer = 3 layer = 3
current_heat_capacity = 1000 current_heat_capacity = 1000
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
/obj/machinery/atmospherics/unary/heat_reservoir/heater/New() /obj/machinery/atmospherics/unary/heat_reservoir/heater/New()
..() ..()

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@@ -5,7 +5,7 @@
layer = 3 layer = 3
plane = FLOOR_PLANE plane = FLOOR_PLANE
anchored = 1.0 anchored = 1.0
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0) armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/uses = 20 var/uses = 20
var/disabled = TRUE var/disabled = TRUE
var/lethal = 0 var/lethal = 0

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@@ -80,7 +80,7 @@
active_power_usage = 8 active_power_usage = 8
power_channel = ENVIRON power_channel = ENVIRON
req_one_access = list(access_atmospherics, access_engine_equip) req_one_access = list(access_atmospherics, access_engine_equip)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
siemens_strength = 1 siemens_strength = 1
var/alarm_id = null var/alarm_id = null
var/frequency = ATMOS_VENTSCRUB var/frequency = ATMOS_VENTSCRUB

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@@ -50,7 +50,7 @@ var/datum/canister_icons/canister_icon_container = new()
density = 1 density = 1
var/health = 100.0 var/health = 100.0
flags = CONDUCT flags = CONDUCT
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
var/menu = 0 var/menu = 0
//used by nanoui: 0 = main menu, 1 = relabel //used by nanoui: 0 = main menu, 1 = relabel

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@@ -8,7 +8,7 @@
var/obj/machinery/atmospherics/pipe/target = null var/obj/machinery/atmospherics/pipe/target = null
anchored = TRUE anchored = TRUE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0)
power_channel = ENVIRON power_channel = ENVIRON
var/frequency = ATMOS_DISTRO_FREQ var/frequency = ATMOS_DISTRO_FREQ
var/id var/id

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@@ -1,7 +1,7 @@
/obj/machinery/portable_atmospherics /obj/machinery/portable_atmospherics
name = "atmoalter" name = "atmoalter"
use_power = NO_POWER_USE use_power = NO_POWER_USE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
var/datum/gas_mixture/air_contents = new var/datum/gas_mixture/air_contents = new
var/obj/machinery/atmospherics/unary/portables_connector/connected_port var/obj/machinery/atmospherics/unary/portables_connector/connected_port

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@@ -12,6 +12,7 @@
var/active = 0 var/active = 0
settagwhitelist = list("id_tag", "logic_id_tag") settagwhitelist = list("id_tag", "logic_id_tag")
anchored = 1.0 anchored = 1.0
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
use_power = IDLE_POWER_USE use_power = IDLE_POWER_USE
idle_power_usage = 2 idle_power_usage = 2
active_power_usage = 4 active_power_usage = 4

View File

@@ -8,7 +8,7 @@
active_power_usage = 10 active_power_usage = 10
layer = WALL_OBJ_LAYER layer = WALL_OBJ_LAYER
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
var/datum/wires/camera/wires = null // Wires datum var/datum/wires/camera/wires = null // Wires datum
max_integrity = 100 max_integrity = 100
integrity_failure = 50 integrity_failure = 50

View File

@@ -7,6 +7,7 @@
use_power = IDLE_POWER_USE use_power = IDLE_POWER_USE
idle_power_usage = 300 idle_power_usage = 300
active_power_usage = 300 active_power_usage = 300
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly
var/processing = 0 var/processing = 0
var/icon_keyboard = "generic_key" var/icon_keyboard = "generic_key"

View File

@@ -8,7 +8,7 @@
layer = ABOVE_WINDOW_LAYER layer = ABOVE_WINDOW_LAYER
plane = GAME_PLANE plane = GAME_PLANE
interact_offline = 1 interact_offline = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
var/on = 0 var/on = 0
var/temperature_archived var/temperature_archived
var/mob/living/carbon/occupant = null var/mob/living/carbon/occupant = null

View File

@@ -155,7 +155,7 @@
anchored = FALSE anchored = FALSE
max_integrity = 180 max_integrity = 180
proj_pass_rate = 20 proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100) armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
stacktype = null stacktype = null
var/deploy_time = 40 var/deploy_time = 40
var/deploy_message = TRUE var/deploy_message = TRUE

View File

@@ -9,7 +9,7 @@
layer = OPEN_DOOR_LAYER layer = OPEN_DOOR_LAYER
power_channel = ENVIRON power_channel = ENVIRON
max_integrity = 350 max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
flags = PREVENT_CLICK_UNDER flags = PREVENT_CLICK_UNDER
var/closingLayer = CLOSED_DOOR_LAYER var/closingLayer = CLOSED_DOOR_LAYER
var/visible = 1 var/visible = 1

View File

@@ -24,7 +24,7 @@
closingLayer = CLOSED_FIREDOOR_LAYER closingLayer = CLOSED_FIREDOOR_LAYER
auto_close_time = 50 auto_close_time = 50
assemblytype = /obj/structure/firelock_frame assemblytype = /obj/structure/firelock_frame
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100) armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 70)
var/can_force = TRUE var/can_force = TRUE
var/force_open_time = 300 var/force_open_time = 300
var/can_crush = TRUE var/can_crush = TRUE

View File

@@ -8,7 +8,7 @@
explosion_block = 3 explosion_block = 3
heat_proof = TRUE heat_proof = TRUE
safe = FALSE safe = FALSE
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100) armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
damage_deflection = 70 damage_deflection = 70
var/id_tag = 1.0 var/id_tag = 1.0

View File

@@ -11,7 +11,7 @@
dir = EAST dir = EAST
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0 integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
unacidable = 1 unacidable = 1
var/obj/item/airlock_electronics/electronics var/obj/item/airlock_electronics/electronics
var/base_state = "left" var/base_state = "left"

View File

@@ -12,7 +12,7 @@ FIRE ALARM
var/timing = 0.0 var/timing = 0.0
var/lockdownbyai = 0 var/lockdownbyai = 0
anchored = 1.0 anchored = 1.0
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
use_power = IDLE_POWER_USE use_power = IDLE_POWER_USE
idle_power_usage = 2 idle_power_usage = 2
active_power_usage = 6 active_power_usage = 6

View File

@@ -45,7 +45,7 @@ var/list/holopads = list()
active_power_usage = 100 active_power_usage = 100
layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them. layer = TURF_LAYER+0.1 //Preventing mice and drones from sneaking under them.
plane = FLOOR_PLANE plane = FLOOR_PLANE
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0) armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad var/list/masters = list()//List of living mobs that use the holopad
var/list/holorays = list()//Holoray-mob link. var/list/holorays = list()//Holoray-mob link.
var/last_request = 0 //to prevent request spam. ~Carn var/last_request = 0 //to prevent request spam. ~Carn

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/stationobjs.dmi' icon = 'icons/obj/stationobjs.dmi'
icon_state = "igniter1" icon_state = "igniter1"
plane = FLOOR_PLANE plane = FLOOR_PLANE
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0) armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
var/id = null var/id = null
var/on = FALSE var/on = FALSE
anchored = TRUE anchored = TRUE

View File

@@ -122,7 +122,7 @@ Class Procs:
/obj/machinery/Initialize(mapload) /obj/machinery/Initialize(mapload)
if(!armor) if(!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
. = ..() . = ..()
GLOB.machines += src GLOB.machines += src

View File

@@ -10,7 +10,7 @@
level = 1 // underfloor level = 1 // underfloor
layer = 2.5 layer = 2.5
anchored = 1 anchored = 1
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0) armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
var/open = 0 // true if cover is open var/open = 0 // true if cover is open
var/locked = 1 // true if controls are locked var/locked = 1 // true if controls are locked
var/location = "" // location response text var/location = "" // location response text

View File

@@ -78,7 +78,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //Global list that will co
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!" 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 = 'icons/obj/terminals.dmi'
icon_state = "newscaster_normal" icon_state = "newscaster_normal"
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/screen = NEWSCASTER_MAIN var/screen = NEWSCASTER_MAIN
var/paper_remaining = 15 var/paper_remaining = 15
var/securityCaster = 0 var/securityCaster = 0

View File

@@ -13,7 +13,7 @@
idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power idle_power_usage = 50 //when inactive, this turret takes up constant 50 Equipment power
active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power active_power_usage = 300 //when active, this turret takes up constant 300 Equipment power
power_channel = EQUIP //drains power from the EQUIPMENT channel power_channel = EQUIP //drains power from the EQUIPMENT channel
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0) armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
var/raised = 0 //if the turret cover is "open" and the turret is raised var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover var/raising= 0 //if the turret is currently opening or closing its cover
var/health = 80 //the turret's health var/health = 80 //the turret's health

View File

@@ -38,7 +38,7 @@ var/list/obj/machinery/requests_console/allConsoles = list()
anchored = 1 anchored = 1
icon = 'icons/obj/terminals.dmi' icon = 'icons/obj/terminals.dmi'
icon_state = "req_comp0" icon_state = "req_comp0"
armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department
var/list/message_log = list() //List of all messages var/list/message_log = list() //List of all messages
var/departmentType = 0 //Bitflag. Zero is reply-only. Map currently uses raw numbers instead of defines. var/departmentType = 0 //Bitflag. Zero is reply-only. Map currently uses raw numbers instead of defines.

View File

@@ -5,7 +5,7 @@
icon_state = "sheater0" icon_state = "sheater0"
name = "space heater" name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire." desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire."
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
var/obj/item/stock_parts/cell/cell var/obj/item/stock_parts/cell/cell
var/on = 0 var/on = 0
var/open = 0 var/open = 0

View File

@@ -39,7 +39,7 @@
density = 1 density = 1
max_integrity = 300 max_integrity = 300
integrity_failure = 100 integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
var/icon_vend //Icon_state when vending var/icon_vend //Icon_state when vending
var/icon_deny //Icon_state when denying access var/icon_deny //Icon_state when denying access
@@ -813,7 +813,6 @@
/obj/item/wirecutters = 1, /obj/item/cartridge/signal = 4) /obj/item/wirecutters = 1, /obj/item/cartridge/signal = 4)
contraband = list(/obj/item/flashlight = 5,/obj/item/assembly/timer = 2, /obj/item/assembly/voice = 2, /obj/item/assembly/health = 2) contraband = list(/obj/item/flashlight = 5,/obj/item/assembly/timer = 2, /obj/item/assembly/voice = 2, /obj/item/assembly/health = 2)
product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!" product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!"
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/boozeomat/New() /obj/machinery/vending/boozeomat/New()
..() ..()
@@ -989,7 +988,6 @@
prices = list(/obj/item/pda =300,/obj/item/cartridge/mob_hunt_game = 50,/obj/item/cartridge/medical = 200,/obj/item/cartridge/chemistry = 150,/obj/item/cartridge/engineering = 100, prices = list(/obj/item/pda =300,/obj/item/cartridge/mob_hunt_game = 50,/obj/item/cartridge/medical = 200,/obj/item/cartridge/chemistry = 150,/obj/item/cartridge/engineering = 100,
/obj/item/cartridge/atmos = 75,/obj/item/cartridge/janitor = 100,/obj/item/cartridge/signal/toxins = 150, /obj/item/cartridge/atmos = 75,/obj/item/cartridge/janitor = 100,/obj/item/cartridge/signal/toxins = 150,
/obj/item/cartridge/signal = 75) /obj/item/cartridge/signal = 75)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/cart/free /obj/machinery/vending/cart/free
prices = list() prices = list()
@@ -1008,8 +1006,7 @@
/obj/item/gun/projectile/shotgun = 2,/obj/item/gun/projectile/automatic/ar = 2) /obj/item/gun/projectile/shotgun = 2,/obj/item/gun/projectile/automatic/ar = 2)
premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2,/obj/item/ammo_box/magazine/m50 = 4,/obj/item/ammo_box/magazine/m45 = 2,/obj/item/ammo_box/magazine/m75 = 2) premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2,/obj/item/ammo_box/magazine/m50 = 4,/obj/item/ammo_box/magazine/m45 = 2,/obj/item/ammo_box/magazine/m75 = 2)
contraband = list(/obj/item/clothing/under/patriotsuit = 1,/obj/item/bedsheet/patriot = 3) contraband = list(/obj/item/clothing/under/patriotsuit = 1,/obj/item/bedsheet/patriot = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/machinery/vending/toyliberationstation /obj/machinery/vending/toyliberationstation
name = "\improper Syndicate Donksoft Toy Vendor" name = "\improper Syndicate Donksoft Toy Vendor"
@@ -1035,7 +1032,7 @@
/obj/item/toy/katana = 10, /obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5, /obj/item/twohanded/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item /obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/machinery/vending/cigarette /obj/machinery/vending/cigarette
name = "cigarette machine" name = "cigarette machine"
@@ -1111,7 +1108,7 @@
/obj/item/stack/medical/splint = 4, /obj/item/reagent_containers/glass/beaker = 4, /obj/item/reagent_containers/dropper = 4, /obj/item/healthanalyzer = 4, /obj/item/stack/medical/splint = 4, /obj/item/reagent_containers/glass/beaker = 4, /obj/item/reagent_containers/dropper = 4, /obj/item/healthanalyzer = 4,
/obj/item/healthupgrade = 4, /obj/item/reagent_containers/hypospray/safety = 2, /obj/item/sensor_device = 2, /obj/item/pinpointer/crew = 2) /obj/item/healthupgrade = 4, /obj/item/reagent_containers/hypospray/safety = 2, /obj/item/sensor_device = 2, /obj/item/pinpointer/crew = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/sulfonal = 1, /obj/item/reagent_containers/glass/bottle/pancuronium = 1) contraband = list(/obj/item/reagent_containers/glass/bottle/sulfonal = 1, /obj/item/reagent_containers/glass/bottle/pancuronium = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/machinery/vending/medical/syndicate_access /obj/machinery/vending/medical/syndicate_access
name = "\improper SyndiMed Plus" name = "\improper SyndiMed Plus"
@@ -1134,7 +1131,7 @@
density = FALSE //It is wall-mounted, and thus, not dense. --Superxpdude density = FALSE //It is wall-mounted, and thus, not dense. --Superxpdude
products = list(/obj/item/stack/medical/bruise_pack = 2, /obj/item/stack/medical/ointment = 2, /obj/item/reagent_containers/hypospray/autoinjector = 4, /obj/item/healthanalyzer = 1) products = list(/obj/item/stack/medical/bruise_pack = 2, /obj/item/stack/medical/ointment = 2, /obj/item/reagent_containers/hypospray/autoinjector = 4, /obj/item/healthanalyzer = 1)
contraband = list(/obj/item/reagent_containers/syringe/charcoal = 4, /obj/item/reagent_containers/syringe/antiviral = 4, /obj/item/reagent_containers/food/pill/tox = 1) contraband = list(/obj/item/reagent_containers/syringe/charcoal = 4, /obj/item/reagent_containers/syringe/antiviral = 4, /obj/item/reagent_containers/food/pill/tox = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/machinery/vending/wallmed2 /obj/machinery/vending/wallmed2
name = "\improper NanoMed" name = "\improper NanoMed"
@@ -1145,7 +1142,6 @@
products = list(/obj/item/reagent_containers/hypospray/autoinjector = 5, /obj/item/reagent_containers/syringe/charcoal = 3, /obj/item/stack/medical/bruise_pack = 3, products = list(/obj/item/reagent_containers/hypospray/autoinjector = 5, /obj/item/reagent_containers/syringe/charcoal = 3, /obj/item/stack/medical/bruise_pack = 3,
/obj/item/stack/medical/ointment = 3, /obj/item/healthanalyzer = 3) /obj/item/stack/medical/ointment = 3, /obj/item/healthanalyzer = 3)
contraband = list(/obj/item/reagent_containers/food/pill/tox = 3) contraband = list(/obj/item/reagent_containers/food/pill/tox = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/wallmed1/syndicate /obj/machinery/vending/wallmed1/syndicate
name = "\improper SyndiMed Plus" name = "\improper SyndiMed Plus"
@@ -1168,7 +1164,6 @@
/obj/item/reagent_containers/food/snacks/donut = 12,/obj/item/storage/box/evidence = 6,/obj/item/flashlight/seclite = 4,/obj/item/restraints/legcuffs/bola/energy = 7, /obj/item/reagent_containers/food/snacks/donut = 12,/obj/item/storage/box/evidence = 6,/obj/item/flashlight/seclite = 4,/obj/item/restraints/legcuffs/bola/energy = 7,
/obj/item/clothing/mask/muzzle/safety = 4) /obj/item/clothing/mask/muzzle/safety = 4)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/storage/fancy/donut_box = 2,/obj/item/hailer = 5) contraband = list(/obj/item/clothing/glasses/sunglasses = 2,/obj/item/storage/fancy/donut_box = 2,/obj/item/hailer = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/hydronutrients /obj/machinery/vending/hydronutrients
name = "\improper NutriMax" name = "\improper NutriMax"
@@ -1180,7 +1175,6 @@
products = list(/obj/item/reagent_containers/glass/bottle/nutrient/ez = 30,/obj/item/reagent_containers/glass/bottle/nutrient/l4z = 20,/obj/item/reagent_containers/glass/bottle/nutrient/rh = 10,/obj/item/reagent_containers/spray/pestspray = 20, products = list(/obj/item/reagent_containers/glass/bottle/nutrient/ez = 30,/obj/item/reagent_containers/glass/bottle/nutrient/l4z = 20,/obj/item/reagent_containers/glass/bottle/nutrient/rh = 10,/obj/item/reagent_containers/spray/pestspray = 20,
/obj/item/reagent_containers/syringe = 5,/obj/item/storage/bag/plants = 5,/obj/item/cultivator = 3,/obj/item/shovel/spade = 3,/obj/item/plant_analyzer = 4) /obj/item/reagent_containers/syringe = 5,/obj/item/storage/bag/plants = 5,/obj/item/cultivator = 3,/obj/item/shovel/spade = 3,/obj/item/plant_analyzer = 4)
contraband = list(/obj/item/reagent_containers/glass/bottle/ammonia = 10,/obj/item/reagent_containers/glass/bottle/diethylamine = 5) contraband = list(/obj/item/reagent_containers/glass/bottle/ammonia = 10,/obj/item/reagent_containers/glass/bottle/diethylamine = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
///obj/item/beezeez = 45, ///obj/item/beezeez = 45,
@@ -1201,7 +1195,6 @@
contraband = list(/obj/item/seeds/amanita = 2, /obj/item/seeds/glowshroom = 2, /obj/item/seeds/liberty = 2, /obj/item/seeds/nettle = 2, contraband = list(/obj/item/seeds/amanita = 2, /obj/item/seeds/glowshroom = 2, /obj/item/seeds/liberty = 2, /obj/item/seeds/nettle = 2,
/obj/item/seeds/plump = 2, /obj/item/seeds/reishi = 2, /obj/item/seeds/cannabis = 3, /obj/item/seeds/starthistle = 2, /obj/item/seeds/fungus = 3, /obj/item/seeds/random = 2) /obj/item/seeds/plump = 2, /obj/item/seeds/reishi = 2, /obj/item/seeds/cannabis = 3, /obj/item/seeds/starthistle = 2, /obj/item/seeds/fungus = 3, /obj/item/seeds/random = 2)
premium = list(/obj/item/reagent_containers/spray/waterflower = 1) premium = list(/obj/item/reagent_containers/spray/waterflower = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/** /**
* Populate hydroseeds product_records * Populate hydroseeds product_records
@@ -1249,7 +1242,7 @@
/obj/item/clothing/shoes/clown_shoes/magical = 1, /obj/item/clothing/shoes/clown_shoes/magical = 1,
/obj/item/twohanded/staff = 2) /obj/item/twohanded/staff = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/machinery/vending/autodrobe /obj/machinery/vending/autodrobe
name = "\improper AutoDrobe" name = "\improper AutoDrobe"
@@ -1326,7 +1319,6 @@
/obj/item/kitchen/mould/coin = 1, /obj/item/kitchen/mould/loli = 1, /obj/item/kitchen/mould/coin = 1, /obj/item/kitchen/mould/loli = 1,
/obj/item/kitchen/cutter = 2) /obj/item/kitchen/cutter = 2)
contraband = list(/obj/item/kitchen/rollingpin = 2, /obj/item/kitchen/knife/butcher = 2) contraband = list(/obj/item/kitchen/rollingpin = 2, /obj/item/kitchen/knife/butcher = 2)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/sovietsoda /obj/machinery/vending/sovietsoda
name = "\improper BODA" name = "\improper BODA"
@@ -1335,7 +1327,6 @@
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem." product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/soda = 30) products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/soda = 30)
contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/cola = 20) contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/cola = 20)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/tool /obj/machinery/vending/tool
name = "\improper YouTool" name = "\improper YouTool"
@@ -1347,7 +1338,7 @@
/obj/item/wrench = 5,/obj/item/analyzer = 5,/obj/item/t_scanner = 5,/obj/item/screwdriver = 5) /obj/item/wrench = 5,/obj/item/analyzer = 5,/obj/item/t_scanner = 5,/obj/item/screwdriver = 5)
contraband = list(/obj/item/weldingtool/hugetank = 2,/obj/item/clothing/gloves/color/fyellow = 2) contraband = list(/obj/item/weldingtool/hugetank = 2,/obj/item/clothing/gloves/color/fyellow = 2)
premium = list(/obj/item/clothing/gloves/color/yellow = 1) premium = list(/obj/item/clothing/gloves/color/yellow = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
/obj/machinery/vending/engivend /obj/machinery/vending/engivend
name = "\improper Engi-Vend" name = "\improper Engi-Vend"
@@ -1358,7 +1349,6 @@
products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/multitool = 4,/obj/item/airlock_electronics = 10,/obj/item/firelock_electronics = 10,/obj/item/firealarm_electronics = 10,/obj/item/apc_electronics = 10,/obj/item/airalarm_electronics = 10,/obj/item/stock_parts/cell/high = 10,/obj/item/camera_assembly = 10) products = list(/obj/item/clothing/glasses/meson = 2,/obj/item/multitool = 4,/obj/item/airlock_electronics = 10,/obj/item/firelock_electronics = 10,/obj/item/firealarm_electronics = 10,/obj/item/apc_electronics = 10,/obj/item/airalarm_electronics = 10,/obj/item/stock_parts/cell/high = 10,/obj/item/camera_assembly = 10)
contraband = list(/obj/item/stock_parts/cell/potato = 3) contraband = list(/obj/item/stock_parts/cell/potato = 3)
premium = list(/obj/item/storage/belt/utility = 3) premium = list(/obj/item/storage/belt/utility = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
//This one's from bay12 //This one's from bay12
/obj/machinery/vending/engineering /obj/machinery/vending/engineering
@@ -1376,7 +1366,6 @@
// There was an incorrect entry (cablecoil/power). I improvised to cablecoil/heavyduty. // There was an incorrect entry (cablecoil/power). I improvised to cablecoil/heavyduty.
// Another invalid entry, /obj/item/circuitry. I don't even know what that would translate to, removed it. // Another invalid entry, /obj/item/circuitry. I don't even know what that would translate to, removed it.
// The original products list wasn't finished. The ones without given quantities became quantity 5. -Sayu // The original products list wasn't finished. The ones without given quantities became quantity 5. -Sayu
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
//This one's from bay12 //This one's from bay12
/obj/machinery/vending/robotics /obj/machinery/vending/robotics
@@ -1390,7 +1379,6 @@
/obj/item/scalpel = 2,/obj/item/circular_saw = 2,/obj/item/tank/anesthetic = 2,/obj/item/clothing/mask/breath/medical = 5, /obj/item/scalpel = 2,/obj/item/circular_saw = 2,/obj/item/tank/anesthetic = 2,/obj/item/clothing/mask/breath/medical = 5,
/obj/item/screwdriver = 5,/obj/item/crowbar = 5) /obj/item/screwdriver = 5,/obj/item/crowbar = 5)
//everything after the power cell had no amounts, I improvised. -Sayu //everything after the power cell had no amounts, I improvised. -Sayu
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/sustenance /obj/machinery/vending/sustenance
name = "\improper Sustenance Vendor" name = "\improper Sustenance Vendor"
@@ -1402,7 +1390,6 @@
/obj/item/reagent_containers/food/drinks/ice = 12, /obj/item/reagent_containers/food/drinks/ice = 12,
/obj/item/reagent_containers/food/snacks/candy/candy_corn = 6) /obj/item/reagent_containers/food/snacks/candy/candy_corn = 6)
contraband = list(/obj/item/kitchen/knife = 6) contraband = list(/obj/item/kitchen/knife = 6)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0)
/obj/machinery/vending/hatdispenser /obj/machinery/vending/hatdispenser
name = "\improper Hatlord 9000" name = "\improper Hatlord 9000"

View File

@@ -4,7 +4,7 @@
internal_damage_threshold = 50 internal_damage_threshold = 50
maint_access = 0 maint_access = 0
damage_absorption = list("brute"=0.7,"fire"=1,"bullet"=0.7,"laser"=0.85,"energy"=1,"bomb"=0.8) damage_absorption = list("brute"=0.7,"fire"=1,"bullet"=0.7,"laser"=0.85,"energy"=1,"bomb"=0.8)
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0) armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
var/am = "d3c2fbcadca903a41161ccc9df9cf948" var/am = "d3c2fbcadca903a41161ccc9df9cf948"
/obj/mecha/combat/moved_inside(var/mob/living/carbon/human/H as mob) /obj/mecha/combat/moved_inside(var/mob/living/carbon/human/H as mob)

View File

@@ -8,7 +8,7 @@
health = 400 health = 400
deflect_chance = 20 deflect_chance = 20
damage_absorption = list("brute"=0.5,"fire"=1.1,"bullet"=0.65,"laser"=0.85,"energy"=0.9,"bomb"=0.8) damage_absorption = list("brute"=0.5,"fire"=1.1,"bullet"=0.65,"laser"=0.85,"energy"=0.9,"bomb"=0.8)
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 0) armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 50, fire = 100, acid = 100)
max_temperature = 30000 max_temperature = 30000
infra_luminosity = 8 infra_luminosity = 8
force = 40 force = 40

View File

@@ -8,7 +8,7 @@
health = 250 health = 250
deflect_chance = 5 deflect_chance = 5
damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1) damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1)
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0) armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 25000 max_temperature = 25000
infra_luminosity = 6 infra_luminosity = 6
leg_overload_coeff = 2 leg_overload_coeff = 2
@@ -42,6 +42,7 @@
health = 300 health = 300
deflect_chance = 15 deflect_chance = 15
damage_absorption = list("brute"=0.6,"fire"=0.8,"bullet"=0.6,"laser"=0.5,"energy"=0.65,"bomb"=0.8) damage_absorption = list("brute"=0.6,"fire"=0.8,"bullet"=0.6,"laser"=0.5,"energy"=0.65,"bomb"=0.8)
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad =20, fire = 100, acid = 100)
max_temperature = 35000 max_temperature = 35000
leg_overload_coeff = 100 leg_overload_coeff = 100
operation_req_access = list(access_syndicate) operation_req_access = list(access_syndicate)

View File

@@ -8,7 +8,7 @@
deflect_chance = 60 deflect_chance = 60
internal_damage_threshold = 60 internal_damage_threshold = 60
damage_absorption = list("brute"=1.2,"fire"=1.5,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1) damage_absorption = list("brute"=1.2,"fire"=1.5,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000 max_temperature = 25000
infra_luminosity = 5 infra_luminosity = 5
operation_req_access = list(access_clown) operation_req_access = list(access_clown)

View File

@@ -7,7 +7,7 @@
health = 500 health = 500
deflect_chance = 25 deflect_chance = 25
damage_absorption = list("brute"=0.5,"fire"=0.7,"bullet"=0.45,"laser"=0.6,"energy"=0.7,"bomb"=0.7) damage_absorption = list("brute"=0.5,"fire"=0.7,"bullet"=0.45,"laser"=0.6,"energy"=0.7,"bomb"=0.7)
armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 60, "fire" = 100, "acid" = 100)
max_temperature = 60000 max_temperature = 60000
burn_state = LAVA_PROOF burn_state = LAVA_PROOF
infra_luminosity = 3 infra_luminosity = 3

View File

@@ -10,7 +10,7 @@
health = 200 health = 200
deflect_chance = 30 deflect_chance = 30
damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7) damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7)
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0) armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 50, "fire" = 100, "acid" = 100)
max_temperature = 25000 max_temperature = 25000
infra_luminosity = 3 infra_luminosity = 3
wreckage = /obj/effect/decal/mecha_wreckage/phazon wreckage = /obj/effect/decal/mecha_wreckage/phazon

View File

@@ -8,7 +8,7 @@
health = 150 health = 150
deflect_chance = 30 deflect_chance = 30
damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1) damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1)
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 15000 max_temperature = 15000
wreckage = /obj/effect/decal/mecha_wreckage/reticence wreckage = /obj/effect/decal/mecha_wreckage/reticence
operation_req_access = list(access_mime) operation_req_access = list(access_mime)

View File

@@ -22,7 +22,7 @@
layer = MOB_LAYER //icon draw layer layer = MOB_LAYER //icon draw layer
infra_luminosity = 15 //byond implementation is bugged. infra_luminosity = 15 //byond implementation is bugged.
force = 5 force = 5
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming. var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming.
var/initial_icon = null //Mech type for resetting icon. Only used for reskinning kits (see custom items) var/initial_icon = null //Mech type for resetting icon. Only used for reskinning kits (see custom items)
var/can_move = 0 // time of next allowed movement var/can_move = 0 // time of next allowed movement

View File

@@ -11,7 +11,7 @@
lights_power = 7 lights_power = 7
deflect_chance = 15 deflect_chance = 15
damage_absorption = list("brute"=0.6,"fire"=1,"bullet"=0.8,"laser"=0.9,"energy"=1,"bomb"=0.6) damage_absorption = list("brute"=0.6,"fire"=1,"bullet"=0.8,"laser"=0.9,"energy"=1,"bomb"=0.6)
armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_equip = 6 max_equip = 6
wreckage = /obj/effect/decal/mecha_wreckage/ripley wreckage = /obj/effect/decal/mecha_wreckage/ripley
var/list/cargo = new var/list/cargo = new
@@ -78,7 +78,7 @@
burn_state = LAVA_PROOF burn_state = LAVA_PROOF
lights_power = 7 lights_power = 7
damage_absorption = list("brute"=0.6,"fire"=0.5,"bullet"=0.7,"laser"=0.7,"energy"=1,"bomb"=0.4) damage_absorption = list("brute"=0.6,"fire"=0.5,"bullet"=0.7,"laser"=0.7,"energy"=1,"bomb"=0.4)
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 70, "fire" = 100, "acid" = 100)
max_equip = 5 // More armor, less tools max_equip = 5 // More armor, less tools
wreckage = /obj/effect/decal/mecha_wreckage/ripley/firefighter wreckage = /obj/effect/decal/mecha_wreckage/ripley/firefighter

View File

@@ -28,6 +28,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
singular_name = "glass sheet" singular_name = "glass sheet"
icon_state = "sheet-glass" icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
origin_tech = "materials=1" origin_tech = "materials=1"
created_window = /obj/structure/window/basic created_window = /obj/structure/window/basic
full_window = /obj/structure/window/full/basic full_window = /obj/structure/window/full/basic
@@ -87,6 +88,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
singular_name = "reinforced glass sheet" singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass" icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT) materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
origin_tech = "materials=2" origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced created_window = /obj/structure/window/reinforced
full_window = /obj/structure/window/full/reinforced full_window = /obj/structure/window/full/reinforced
@@ -112,6 +114,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
icon_state = "sheet-plasmaglass" icon_state = "sheet-plasmaglass"
item_state = "sheet-rglass" item_state = "sheet-rglass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2) materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
origin_tech = "plasmatech=2;materials=2" origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmabasic created_window = /obj/structure/window/plasmabasic
full_window = /obj/structure/window/full/plasmabasic full_window = /obj/structure/window/full/plasmabasic
@@ -153,10 +156,10 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-plasmarglass" icon_state = "sheet-plasmarglass"
item_state = "sheet-rglass" item_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2) materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
origin_tech = "plasmatech=2;materials=2" origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmareinforced created_window = /obj/structure/window/plasmareinforced
full_window = /obj/structure/window/full/plasmareinforced full_window = /obj/structure/window/full/plasmareinforced
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0)
point_value = 23 point_value = 23
/obj/item/stack/sheet/plasmarglass/New(loc, amount) /obj/item/stack/sheet/plasmarglass/New(loc, amount)
@@ -174,6 +177,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass" icon_state = "sheet-titaniumglass"
item_state = "sheet-rglass" item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT) materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
merge_type = /obj/item/stack/sheet/titaniumglass merge_type = /obj/item/stack/sheet/titaniumglass
full_window = /obj/structure/window/full/shuttle full_window = /obj/structure/window/full/shuttle
@@ -192,6 +196,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass" icon_state = "sheet-plastitaniumglass"
item_state = "sheet-rglass" item_state = "sheet-rglass"
materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT) materials = list(MAT_TITANIUM=MINERAL_MATERIAL_AMOUNT, MAT_PLASMA=MINERAL_MATERIAL_AMOUNT, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
merge_type = /obj/item/stack/sheet/plastitaniumglass merge_type = /obj/item/stack/sheet/plastitaniumglass
full_window = /obj/structure/window/plastitanium full_window = /obj/structure/window/plastitanium

View File

@@ -149,6 +149,7 @@ var/global/list/datum/stack_recipe/plasteel_recipes = list(
icon_state = "sheet-plasteel" icon_state = "sheet-plasteel"
item_state = "sheet-metal" item_state = "sheet-metal"
materials = list(MAT_METAL=2000, MAT_PLASMA=2000) materials = list(MAT_METAL=2000, MAT_PLASMA=2000)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
throwforce = 10.0 throwforce = 10.0
flags = CONDUCT flags = CONDUCT
origin_tech = "materials=2" origin_tech = "materials=2"
@@ -195,6 +196,7 @@ var/global/list/datum/stack_recipe/wood_recipes = list(
icon_state = "sheet-wood" icon_state = "sheet-wood"
origin_tech = "materials=1;biotech=1" origin_tech = "materials=1;biotech=1"
burn_state = FLAMMABLE burn_state = FLAMMABLE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
merge_type = /obj/item/stack/sheet/wood merge_type = /obj/item/stack/sheet/wood
/obj/item/stack/sheet/wood/New(var/loc, var/amount=null) /obj/item/stack/sheet/wood/New(var/loc, var/amount=null)

View File

@@ -123,6 +123,7 @@
flags = CONDUCT flags = CONDUCT
turf_type = /turf/simulated/floor/plasteel turf_type = /turf/simulated/floor/plasteel
mineralType = "metal" mineralType = "metal"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
//Light //Light
/obj/item/stack/tile/light /obj/item/stack/tile/light

View File

@@ -49,7 +49,7 @@ GLOBAL_LIST_INIT(rcd_door_types, list(
usesound = 'sound/items/deconstruct.ogg' usesound = 'sound/items/deconstruct.ogg'
flags_2 = NO_MAT_REDEMPTION_2 flags_2 = NO_MAT_REDEMPTION_2
req_access = list(access_engine) req_access = list(access_engine)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
// Important shit // Important shit
var/datum/effect_system/spark_spread/spark_system var/datum/effect_system/spark_spread/spark_system
var/matter = 0 var/matter = 0

View File

@@ -13,6 +13,7 @@ RSF
anchored = 0.0 anchored = 0.0
var/matter = 0 var/matter = 0
var/mode = 1 var/mode = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
var/list/configured_items = list() var/list/configured_items = list()

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@@ -89,6 +89,7 @@
var/list/access = list() var/list/access = list()
var/registered_name = "Unknown" // The name registered_name on the card var/registered_name = "Unknown" // The name registered_name on the card
slot_flags = SLOT_ID slot_flags = SLOT_ID
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
var/untrackable // Can not be tracked by AI's var/untrackable // Can not be tracked by AI's
var/blood_type = "\[UNSET\]" var/blood_type = "\[UNSET\]"

View File

@@ -11,6 +11,7 @@
w_class = WEIGHT_CLASS_BULKY w_class = WEIGHT_CLASS_BULKY
origin_tech = "biotech=4" origin_tech = "biotech=4"
actions_types = list(/datum/action/item_action/toggle_paddles) actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
sprite_sheets = list( sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/back.dmi' "Vox" = 'icons/mob/species/vox/back.dmi'
) )

View File

@@ -13,6 +13,7 @@
materials = list(MAT_METAL=500) materials = list(MAT_METAL=500)
origin_tech = "engineering=3;combat=3" origin_tech = "engineering=3;combat=3"
breakouttime = 600 //Deciseconds = 60s = 1 minutes breakouttime = 600 //Deciseconds = 60s = 1 minutes
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg' var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //For disposable cuffs var/trashtype = null //For disposable cuffs
var/ignoresClumsy = FALSE var/ignoresClumsy = FALSE
@@ -32,9 +33,9 @@
to_chat(user, "<span class='warning'>Uh... how do those things work?!</span>") to_chat(user, "<span class='warning'>Uh... how do those things work?!</span>")
apply_cuffs(user, user) apply_cuffs(user, user)
return return
cuff(C, user) cuff(C, user)
/obj/item/restraints/handcuffs/proc/cuff(mob/living/carbon/C, mob/user, remove_src = TRUE) /obj/item/restraints/handcuffs/proc/cuff(mob/living/carbon/C, mob/user, remove_src = TRUE)
if(ishuman(C)) if(ishuman(C))
var/mob/living/carbon/human/H = C var/mob/living/carbon/human/H = C

View File

@@ -31,6 +31,7 @@
flags = CONDUCT flags = CONDUCT
attack_verb = list("attacked", "stabbed", "poked") attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
sharp = 0 sharp = 0
var/max_contents = 1 var/max_contents = 1
@@ -116,6 +117,7 @@
materials = list(MAT_METAL=12000) materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp = TRUE sharp = TRUE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/bayonet = FALSE //Can this be attached to a gun? var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/suicide_act(mob/user) /obj/item/kitchen/knife/suicide_act(mob/user)
@@ -200,6 +202,7 @@
materials = list() materials = list()
origin_tech = "biotech=3;combat=2" origin_tech = "biotech=3;combat=2"
attack_verb = list("shanked", "shivved") attack_verb = list("shanked", "shivved")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/* /*

View File

@@ -10,6 +10,7 @@
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave
usesound = 'sound/weapons/blade1.ogg' usesound = 'sound/weapons/blade1.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
toolspeed = 1 toolspeed = 1
light_power = 2 light_power = 2
var/brightness_on = 2 var/brightness_on = 2

View File

@@ -9,6 +9,7 @@
item_state = "bulldog" item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi' righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/tank = null //The gas tank that is drawn from to fire things var/obj/item/tank/tank = null //The gas tank that is drawn from to fire things

View File

@@ -9,6 +9,7 @@
throwforce = 10 throwforce = 10
throw_range = 7 throw_range = 7
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
origin_tech = "combat=5;powerstorage=3;syndicate=3" origin_tech = "combat=5;powerstorage=3;syndicate=3"
var/click_delay = 1.5 var/click_delay = 1.5
var/fisto_setting = 1 var/fisto_setting = 1

View File

@@ -23,6 +23,7 @@
throw_range = 5 throw_range = 5
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 75000, MAT_GLASS = 37500) materials = list(MAT_METAL = 75000, MAT_GLASS = 37500)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
origin_tech = "engineering=4;materials=2" origin_tech = "engineering=4;materials=2"
var/datum/effect_system/spark_spread/spark_system var/datum/effect_system/spark_spread/spark_system
var/lastused var/lastused

View File

@@ -13,7 +13,7 @@
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
attack_verb = list("stabbed", "slashed", "sliced", "cut") attack_verb = list("stabbed", "slashed", "sliced", "cut")
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0) armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
/obj/item/shard/suicide_act(mob/user) /obj/item/shard/suicide_act(mob/user)
to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>", to_chat(viewers(user), pick("<span class='danger'>[user] is slitting [user.p_their()] wrists with [src]! It looks like [user.p_theyre()] trying to commit suicide.</span>",

View File

@@ -1,7 +1,7 @@
/obj/item/shield /obj/item/shield
name = "shield" name = "shield"
block_chance = 50 block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type) /obj/item/shield/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
if(attack_type == THROWN_PROJECTILE_ATTACK) if(attack_type == THROWN_PROJECTILE_ATTACK)

View File

@@ -59,6 +59,7 @@
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
flags_2 = NO_MAT_REDEMPTION_2 flags_2 = NO_MAT_REDEMPTION_2
cant_hold = list(/obj/item/storage/backpack/holding) cant_hold = list(/obj/item/storage/backpack/holding)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
/obj/item/storage/backpack/holding/New() /obj/item/storage/backpack/holding/New()
..() ..()

View File

@@ -10,6 +10,7 @@
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=2" origin_tech = "combat=2"
attack_verb = list("beaten") attack_verb = list("beaten")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/stunforce = 7 var/stunforce = 7
var/status = 0 var/status = 0
var/obj/item/stock_parts/cell/high/bcell = null var/obj/item/stock_parts/cell/high/bcell = null

View File

@@ -13,7 +13,7 @@
throwforce = 10.0 throwforce = 10.0
throw_speed = 1 throw_speed = 1
throw_range = 4 throw_range = 4
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
actions_types = list(/datum/action/item_action/set_internals) actions_types = list(/datum/action/item_action/set_internals)
var/datum/gas_mixture/air_contents = null var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE var/distribute_pressure = ONE_ATMOSPHERE

View File

@@ -9,6 +9,7 @@
slot_flags = SLOT_BACK slot_flags = SLOT_BACK
slowdown = 1 slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister) actions_types = list(/datum/action/item_action/toggle_mister)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
var/obj/item/noz var/obj/item/noz
var/on = 0 var/on = 0

View File

@@ -22,6 +22,7 @@
throw_speed = 4 throw_speed = 4
throw_range = 20 throw_range = 20
materials = list(MAT_METAL=400) materials = list(MAT_METAL=400)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
origin_tech = "magnets=3;bluespace=2" origin_tech = "magnets=3;bluespace=2"
/obj/item/locator/attack_self(mob/user as mob) /obj/item/locator/attack_self(mob/user as mob)
@@ -103,7 +104,7 @@ Frequency:
throw_range = 5 throw_range = 5
materials = list(MAT_METAL=10000) materials = list(MAT_METAL=10000)
origin_tech = "magnets=3;bluespace=4" origin_tech = "magnets=3;bluespace=4"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
var/active_portals = 0 var/active_portals = 0
/obj/item/hand_tele/attack_self(mob/user as mob) /obj/item/hand_tele/attack_self(mob/user as mob)

View File

@@ -28,6 +28,7 @@
origin_tech = "materials=1;engineering=1" origin_tech = "materials=1;engineering=1"
attack_verb = list("bashed", "battered", "bludgeoned", "whacked") attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1 toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/wrench/suicide_act(mob/user) /obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>") user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -133,6 +134,7 @@
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/screwdriver.ogg' usesound = 'sound/items/screwdriver.ogg'
toolspeed = 1 toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE //if the screwdriver uses random coloring var/random_color = TRUE //if the screwdriver uses random coloring
/obj/item/screwdriver/nuke /obj/item/screwdriver/nuke
@@ -233,6 +235,7 @@
usesound = 'sound/items/wirecutter.ogg' usesound = 'sound/items/wirecutter.ogg'
sharp = 1 sharp = 1
toolspeed = 1 toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE var/random_color = TRUE
/obj/item/wirecutters/New(loc, param_color = null) /obj/item/wirecutters/New(loc, param_color = null)
@@ -326,6 +329,7 @@
var/acti_sound = 'sound/items/welderactivate.ogg' var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg' var/deac_sound = 'sound/items/welderdeactivate.ogg'
w_class = WEIGHT_CLASS_SMALL w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
materials = list(MAT_METAL=70, MAT_GLASS=30) materials = list(MAT_METAL=70, MAT_GLASS=30)
origin_tech = "engineering=1;plasmatech=1" origin_tech = "engineering=1;plasmatech=1"
toolspeed = 1 toolspeed = 1
@@ -682,6 +686,7 @@ obj/item/weldingtool/experimental/process()
origin_tech = "engineering=1;combat=1" origin_tech = "engineering=1;combat=1"
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
toolspeed = 1 toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/crowbar/red /obj/item/crowbar/red
icon_state = "crowbar_red" icon_state = "crowbar_red"

View File

@@ -181,6 +181,7 @@
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/crowbar.ogg' usesound = 'sound/items/crowbar.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
/obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons. /obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]" icon_state = "fireaxe[wielded]"
@@ -230,6 +231,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75 block_chance = 75
sharp_when_wielded = TRUE // only sharp when wielded sharp_when_wielded = TRUE // only sharp when wielded
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
light_power = 2 light_power = 2
var/brightness_on = 2 var/brightness_on = 2
var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE) var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
@@ -337,6 +339,7 @@
sharp = TRUE sharp = TRUE
no_spin_thrown = TRUE no_spin_thrown = TRUE
var/obj/item/grenade/explosive = null var/obj/item/grenade/explosive = null
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/twohanded/spear/update_icon() /obj/item/twohanded/spear/update_icon()
if(explosive) if(explosive)
@@ -578,7 +581,7 @@
throwforce = 15 throwforce = 15
throw_range = 1 throw_range = 1
w_class = WEIGHT_CLASS_HUGE w_class = WEIGHT_CLASS_HUGE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 50, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
var/charged = 5 var/charged = 5
origin_tech = "combat=4;bluespace=4;plasmatech=7" origin_tech = "combat=4;bluespace=4;plasmatech=7"
@@ -752,6 +755,7 @@
force_wielded = 30 force_wielded = 30
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
var/charged = 1 var/charged = 1
/obj/item/twohanded/energizedfireaxe/update_icon() /obj/item/twohanded/energizedfireaxe/update_icon()
@@ -798,6 +802,7 @@
force_wielded = 15 force_wielded = 15
attack_verb = list("attacked", "impaled", "pierced") attack_verb = list("attacked", "impaled", "pierced")
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
/obj/item/twohanded/pitchfork/demonic /obj/item/twohanded/pitchfork/demonic
name = "demonic pitchfork" name = "demonic pitchfork"

View File

@@ -11,6 +11,7 @@
throw_speed = 1 throw_speed = 1
throw_range = 7 throw_range = 7
w_class = WEIGHT_CLASS_BULKY w_class = WEIGHT_CLASS_BULKY
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
var/charges = 0 //how many restocking "charges" the refill has var/charges = 0 //how many restocking "charges" the refill has

View File

@@ -9,6 +9,7 @@
throw_speed = 7 throw_speed = 7
throw_range = 15 throw_range = 15
attack_verb = list("banned") attack_verb = list("banned")
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
/obj/item/banhammer/suicide_act(mob/user) /obj/item/banhammer/suicide_act(mob/user)
@@ -46,6 +47,7 @@
w_class = WEIGHT_CLASS_NORMAL w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50 block_chance = 50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/item/claymore/suicide_act(mob/user) /obj/item/claymore/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is falling on the [name]! It looks like [user.p_theyre()] trying to commit suicide.</span>") user.visible_message("<span class='suicide'>[user] is falling on the [name]! It looks like [user.p_theyre()] trying to commit suicide.</span>")
@@ -70,6 +72,7 @@
hitsound = 'sound/weapons/bladeslice.ogg' hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50 block_chance = 50
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/item/katana/cursed /obj/item/katana/cursed
slot_flags = null slot_flags = null

View File

@@ -31,7 +31,7 @@
/obj/New() /obj/New()
..() ..()
if(!armor) if(!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
if(obj_integrity == null) if(obj_integrity == null)
obj_integrity = max_integrity obj_integrity = max_integrity
if(on_blueprints && isturf(loc)) if(on_blueprints && isturf(loc))

View File

@@ -29,6 +29,8 @@
return 0 return 0
/obj/structure/New() /obj/structure/New()
if (!armor)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
..() ..()
if(smooth) if(smooth)
if(SSticker && SSticker.current_state == GAME_STATE_PLAYING) if(SSticker && SSticker.current_state == GAME_STATE_PLAYING)

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@@ -4,7 +4,7 @@
icon = 'icons/obj/barsigns.dmi' icon = 'icons/obj/barsigns.dmi'
icon_state = "empty" icon_state = "empty"
req_access = list(access_bar) req_access = list(access_bar)
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/list/barsigns=list() var/list/barsigns=list()
var/list/hiddensigns var/list/hiddensigns
var/emagged = 0 var/emagged = 0

View File

@@ -4,7 +4,7 @@
icon = 'icons/obj/closet.dmi' icon = 'icons/obj/closet.dmi'
icon_state = "closed" icon_state = "closed"
density = 1 density = 1
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
var/icon_closed = "closed" var/icon_closed = "closed"
var/icon_opened = "open" var/icon_opened = "open"
var/opened = FALSE var/opened = FALSE

View File

@@ -8,7 +8,7 @@
icon_opened = "fireaxe1100" icon_opened = "fireaxe1100"
anchored = TRUE anchored = TRUE
density = FALSE density = FALSE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri
opened = TRUE opened = TRUE
var/hitstaken = FALSE var/hitstaken = FALSE
@@ -104,7 +104,7 @@
user.put_in_hands(fireaxe) user.put_in_hands(fireaxe)
to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>") to_chat(user, "<span class='notice'>You take \the [fireaxe] from the [src].</span>")
fireaxe = null fireaxe = null
add_fingerprint(user) add_fingerprint(user)
update_icon() update_icon()
else else
@@ -179,13 +179,13 @@
/obj/structure/closet/fireaxecabinet/proc/update_icon_opening() /obj/structure/closet/fireaxecabinet/proc/update_icon_opening()
var/hasaxe = fireaxe != null var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening" icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]opening"
spawn(10) spawn(10)
update_icon() update_icon()
/obj/structure/closet/fireaxecabinet/proc/update_icon_closing() /obj/structure/closet/fireaxecabinet/proc/update_icon_closing()
var/hasaxe = fireaxe != null var/hasaxe = fireaxe != null
icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing" icon_state = "fireaxe[hasaxe][localopened][hitstaken][smashed]closing"
spawn(10) spawn(10)
update_icon() update_icon()
/obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers /obj/structure/closet/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers

View File

@@ -7,7 +7,7 @@
opened = 0 opened = 0
locked = 1 locked = 1
broken = 0 broken = 0
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/large = 1 var/large = 1
icon_closed = "secure" icon_closed = "secure"
var/icon_locked = "secure1" var/icon_locked = "secure1"

View File

@@ -161,7 +161,7 @@
if(C.use(15)) if(C.use(15))
to_chat(user, "<span class='notice'>You rig [src].</span>") to_chat(user, "<span class='notice'>You rig [src].</span>")
rigged = TRUE rigged = TRUE
else else
to_chat(user, "<span class='warning'>You need atleast 15 wires to rig [src]!</span>") to_chat(user, "<span class='warning'>You need atleast 15 wires to rig [src]!</span>")
return return
else if(istype(W, /obj/item/radio/electropack)) else if(istype(W, /obj/item/radio/electropack))
@@ -236,6 +236,7 @@
var/greenlight = "securecrateg" var/greenlight = "securecrateg"
var/sparks = "securecratesparks" var/sparks = "securecratesparks"
var/emag = "securecrateemag" var/emag = "securecrateemag"
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
broken = 0 broken = 0
locked = 1 locked = 1
health = 1000 health = 1000

View File

@@ -16,7 +16,7 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
name = "display case frame" name = "display case frame"
icon = 'icons/obj/stock_parts.dmi' icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_glass" icon_state = "box_glass"
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
var/obj/item/airlock_electronics/circuit = null var/obj/item/airlock_electronics/circuit = null
var/obj/item/assembly/prox_sensor/sensor = null var/obj/item/assembly/prox_sensor/sensor = null
var/state = DISPLAYCASE_FRAME_CIRCUIT var/state = DISPLAYCASE_FRAME_CIRCUIT
@@ -96,6 +96,7 @@ GLOBAL_LIST_INIT(captain_display_cases, list())
density = TRUE density = TRUE
anchored = TRUE anchored = TRUE
unacidable = TRUE //Dissolving the case would also delete the contents. unacidable = TRUE //Dissolving the case would also delete the contents.
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
var/health = 30 var/health = 30
var/obj/item/occupant = null var/obj/item/occupant = null
var/destroyed = FALSE var/destroyed = FALSE

View File

@@ -9,7 +9,7 @@
pressure_resistance = 5*ONE_ATMOSPHERE pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER layer = BELOW_OBJ_LAYER
level = 3 level = 3
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
max_integrity = 50 max_integrity = 50
integrity_failure = 20 integrity_failure = 20
var/rods_type = /obj/item/stack/rods var/rods_type = /obj/item/stack/rods

View File

@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi' icon = 'icons/effects/effects.dmi'
anchored = TRUE anchored = TRUE
max_integrity = 1 max_integrity = 1
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0) armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
var/obj/item/holosign_creator/projector var/obj/item/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector) /obj/structure/holosign/New(loc, source_projector)

View File

@@ -5,7 +5,7 @@
icon_state = "lattice" icon_state = "lattice"
density = FALSE density = FALSE
anchored = TRUE anchored = TRUE
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
layer = LATTICE_LAYER //under pipes layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE plane = FLOOR_PLANE
var/number_of_rods = 1 var/number_of_rods = 1

View File

@@ -7,7 +7,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi' icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal" icon_state = "metal"
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100) armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
var/initial_state var/initial_state
var/state = 0 //closed, 1 == open var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0 var/isSwitchingStates = 0

View File

@@ -6,7 +6,7 @@
density = 0 density = 0
anchored = 1 anchored = 1
layer = 4 layer = 4
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100) armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
var/list/mobs_can_pass = list( var/list/mobs_can_pass = list(
/mob/living/carbon/slime, /mob/living/carbon/slime,
/mob/living/simple_animal/mouse, /mob/living/simple_animal/mouse,

View File

@@ -4,7 +4,7 @@
opacity = 0 opacity = 0
density = 0 density = 0
layer = 3.5 layer = 3.5
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
/obj/structure/sign/ex_act(severity) /obj/structure/sign/ex_act(severity)
switch(severity) switch(severity)

View File

@@ -371,6 +371,7 @@
max_integrity = 70 max_integrity = 70
unacidable = 1 unacidable = 1
canSmoothWith = null canSmoothWith = null
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
var/list/debris = list() var/list/debris = list()
/obj/structure/table/glass/New() /obj/structure/table/glass/New()
@@ -508,7 +509,7 @@
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table) canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
max_integrity = 200 max_integrity = 200
integrity_failure = 50 integrity_failure = 50
armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0) armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user) /obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready) if(deconstruction_ready)

View File

@@ -32,6 +32,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
flags = ON_BORDER flags = ON_BORDER
can_be_unanchored = TRUE can_be_unanchored = TRUE
max_integrity = 25 max_integrity = 25
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
var/ini_dir = null var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME var/state = WINDOW_OUT_OF_FRAME
var/reinf = FALSE var/reinf = FALSE
@@ -478,7 +479,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
reinf = TRUE reinf = TRUE
cancolor = TRUE cancolor = TRUE
heat_resistance = 1600 heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
max_integrity = 50 max_integrity = 50
explosion_block = 1 explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass glass_type = /obj/item/stack/sheet/rglass
@@ -552,7 +553,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
heat_resistance = 32000 heat_resistance = 32000
max_integrity = 120 max_integrity = 120
explosion_block = 1 explosion_block = 1
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
/obj/structure/window/plasmabasic/BlockSuperconductivity() /obj/structure/window/plasmabasic/BlockSuperconductivity()
return 1 return 1
@@ -566,7 +567,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
reinf = TRUE reinf = TRUE
max_integrity = 160 max_integrity = 160
explosion_block = 2 explosion_block = 2
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
/obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) /obj/structure/window/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return return
@@ -602,7 +603,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
smooth = SMOOTH_TRUE smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced) canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced)
explosion_block = 1 explosion_block = 1
armor = list("melee" = 75, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
/obj/structure/window/full/plasmareinforced /obj/structure/window/full/plasmareinforced
name = "reinforced plasma window" name = "reinforced plasma window"
@@ -615,7 +616,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
reinf = TRUE reinf = TRUE
max_integrity = 320 max_integrity = 320
explosion_block = 2 explosion_block = 2
armor = list("melee" = 85, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) /obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
return return
@@ -630,7 +631,7 @@ var/global/wcCommon = pick(list("#379963", "#0d8395", "#58b5c3", "#49e46e", "#8f
max_integrity = 100 max_integrity = 100
reinf = TRUE reinf = TRUE
heat_resistance = 1600 heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
explosion_block = 1 explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass glass_type = /obj/item/stack/sheet/rglass
cancolor = TRUE cancolor = TRUE
@@ -657,7 +658,7 @@ obj/structure/window/full/reinforced/ice
reinf = TRUE reinf = TRUE
heat_resistance = 1600 heat_resistance = 1600
explosion_block = 3 explosion_block = 3
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100) armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
smooth = SMOOTH_TRUE smooth = SMOOTH_TRUE
canSmoothWith = null canSmoothWith = null
glass_type = /obj/item/stack/sheet/titaniumglass glass_type = /obj/item/stack/sheet/titaniumglass
@@ -679,7 +680,7 @@ obj/structure/window/full/reinforced/ice
flags = PREVENT_CLICK_UNDER flags = PREVENT_CLICK_UNDER
reinf = TRUE reinf = TRUE
heat_resistance = 1600 heat_resistance = 1600
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100) armor = list("melee" = 95, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
smooth = SMOOTH_TRUE smooth = SMOOTH_TRUE
canSmoothWith = null canSmoothWith = null
explosion_block = 3 explosion_block = 3
@@ -695,7 +696,7 @@ obj/structure/window/full/reinforced/ice
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
unacidable = 1 unacidable = 1
max_integrity = 80 max_integrity = 80
armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100) armor = list("melee" = 60, "bullet" = 25, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
explosion_block = 2 //fancy AND hard to destroy. the most useful combination. explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
glass_type = /obj/item/stack/tile/brass glass_type = /obj/item/stack/tile/brass
reinf = FALSE reinf = FALSE

View File

@@ -1,7 +1,7 @@
/obj/structure/shuttle /obj/structure/shuttle
name = "shuttle" name = "shuttle"
icon = 'icons/turf/shuttle.dmi' icon = 'icons/turf/shuttle.dmi'
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0) //default + ignores melee armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
/obj/structure/shuttle/shuttleRotate(rotation) /obj/structure/shuttle/shuttleRotate(rotation)
..() ..()

View File

@@ -80,6 +80,8 @@
O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(O.resistance_flags & FIRE_PROOF) if(O.resistance_flags & FIRE_PROOF)
O.resistance_flags &= ~FIRE_PROOF O.resistance_flags &= ~FIRE_PROOF
if(O.armor["fire"] > 50) //obj with 100% fire armor still get slowly burned away.
O.armor["fire"] = 50
O.fire_act(10000, 1000) O.fire_act(10000, 1000)
else if(isliving(thing)) else if(isliving(thing))

View File

@@ -505,7 +505,7 @@ BLIND // can't see anything
name = "suit" name = "suit"
var/fire_resist = T0C+100 var/fire_resist = T0C+100
allowed = list(/obj/item/tank/emergency_oxygen) allowed = list(/obj/item/tank/emergency_oxygen)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
slot_flags = SLOT_OCLOTHING slot_flags = SLOT_OCLOTHING
var/blood_overlay_type = "suit" var/blood_overlay_type = "suit"
var/suittoggled = FALSE var/suittoggled = FALSE
@@ -590,7 +590,7 @@ BLIND // can't see anything
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
item_state = "s_helmet" item_state = "s_helmet"
permeability_coefficient = 0.01 permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 50) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -615,7 +615,7 @@ BLIND // can't see anything
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight,/obj/item/tank) allowed = list(/obj/item/flashlight,/obj/item/tank)
slowdown = 1 slowdown = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 50) armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -634,7 +634,7 @@ BLIND // can't see anything
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
permeability_coefficient = 0.90 permeability_coefficient = 0.90
slot_flags = SLOT_ICLOTHING slot_flags = SLOT_ICLOTHING
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
sprite_sheets = list( sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/uniform.dmi', "Vox" = 'icons/mob/species/vox/uniform.dmi',

View File

@@ -104,7 +104,7 @@
origin_tech = "magnets=2;engineering=1" origin_tech = "magnets=2;engineering=1"
prescription_upgradable = 0 prescription_upgradable = 0
scan_reagents = 1 //You can see reagents while wearing science goggles scan_reagents = 1 //You can see reagents while wearing science goggles
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
sprite_sheets = list( sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi', "Vox" = 'icons/mob/species/vox/eyes.dmi',
"Grey" = 'icons/mob/species/grey/eyes.dmi', "Grey" = 'icons/mob/species/grey/eyes.dmi',

View File

@@ -236,3 +236,4 @@
heat_protection = HANDS heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60 strip_delay = 60
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)

View File

@@ -37,6 +37,7 @@
heat_protection = HANDS heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
/obj/item/clothing/gloves/bracer /obj/item/clothing/gloves/bracer
name = "bone bracers" name = "bone bracers"
@@ -51,7 +52,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE resistance_flags = NONE
armor = list(melee = 15, bullet = 25, laser = 15, energy = 15, bomb = 20, bio = 10, rad = 0) armor = list("melee" = 15, "bullet" = 25, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/gloves/botanic_leather /obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin." desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
@@ -64,6 +65,7 @@
heat_protection = HANDS heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
/obj/item/clothing/gloves/batmangloves /obj/item/clothing/gloves/batmangloves
desc = "Used for handling all things bat related." desc = "Used for handling all things bat related."

View File

@@ -81,7 +81,7 @@
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer." desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread" icon_state = "beaniedurathread"
item_color = null item_color = null
armor = list(melee = 15, bullet = 5, laser = 15, energy = 5, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
/obj/item/clothing/head/beanie/waldo /obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat" name = "red striped bobble hat"

View File

@@ -7,7 +7,7 @@
var/brightness_on = 4 //luminosity when on var/brightness_on = 4 //luminosity when on
var/on = FALSE var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite) item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite)
armor = list(melee = 15, bullet = 5, laser = 20, energy = 10, bomb = 20, bio = 10, rad = 20) armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0 flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light) actions_types = list(/datum/action/item_action/toggle_helmet_light)
burn_state = FIRE_PROOF burn_state = FIRE_PROOF

View File

@@ -5,7 +5,7 @@
flags = HEADBANGPROTECT flags = HEADBANGPROTECT
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
item_state = "helmetmaterials" item_state = "helmetmaterials"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEEYES flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -75,7 +75,7 @@
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "swat" icon_state = "swat"
item_state = "swat-alt" item_state = "swat-alt"
armor = list(melee = 15, bullet = 40, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0) armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = null dog_fashion = null
/obj/item/clothing/head/helmet/riot /obj/item/clothing/head/helmet/riot
@@ -83,7 +83,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks." desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot" icon_state = "riot"
item_state = "helmet" item_state = "helmet"
armor = list(melee = 41, bullet = 15, laser = 5, energy = 5, bomb = 5, bio = 2, rad = 0) armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
flags_inv = HIDEEARS flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80 strip_delay = 80
@@ -123,7 +123,7 @@
desc = "They're often used by highly trained Swat Members." desc = "They're often used by highly trained Swat Members."
icon_state = "swat" icon_state = "swat"
item_state = "swat" item_state = "swat"
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 90, rad = 20) armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 50, "acid" = 50)
flags = null flags = null
flags_inv = HIDEEARS|HIDEEYES flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD cold_protection = HEAD
@@ -145,7 +145,7 @@
icon_state = "thunderdome" icon_state = "thunderdome"
flags = null flags = null
item_state = "thunderdome" item_state = "thunderdome"
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0) armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
cold_protection = HEAD cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD heat_protection = HEAD
@@ -157,7 +157,7 @@
name = "roman helmet" name = "roman helmet"
desc = "An ancient helmet made of bronze and leather." desc = "An ancient helmet made of bronze and leather."
flags = null flags = null
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
icon_state = "roman" icon_state = "roman"
item_state = "roman" item_state = "roman"
strip_delay = 100 strip_delay = 100
@@ -190,7 +190,7 @@ obj/item/clothing/head/helmet/redtaghelm
icon_state = "redtaghelm" icon_state = "redtaghelm"
flags = null flags = null
item_state = "redtaghelm" item_state = "redtaghelm"
armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0) armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat. // Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null dog_fashion = null
@@ -201,7 +201,7 @@ obj/item/clothing/head/helmet/bluetaghelm
icon_state = "bluetaghelm" icon_state = "bluetaghelm"
flags = null flags = null
item_state = "bluetaghelm" item_state = "bluetaghelm"
armor = list(melee = 15, bullet = 10, laser = 20, energy = 10, bomb = 20, bio = 0, rad = 0) armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat. // Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null dog_fashion = null
@@ -235,14 +235,14 @@ obj/item/clothing/head/blob
desc = "Deus Vult." desc = "Deus Vult."
icon_state = "knight_templar" icon_state = "knight_templar"
item_state = "knight_templar" item_state = "knight_templar"
armor = list(melee = 20, bullet = 7, laser = 2, energy = 2, bomb = 2, bio = 2, rad = 0) armor = list(melee = 20, bullet = 7, laser = 2, energy = 2, bomb = 2, bio = 2, rad = 0, fire = 80, acid = 80)
/obj/item/clothing/head/helmet/skull /obj/item/clothing/head/helmet/skull
name = "skull helmet" name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable." desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20) armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
icon_state = "skull" icon_state = "skull"
item_state = "skull" item_state = "skull"
strip_delay = 100 strip_delay = 100
@@ -252,7 +252,7 @@ obj/item/clothing/head/blob
desc = "A helmet made from durathread and leather." desc = "A helmet made from durathread and leather."
icon_state = "durathread" icon_state = "durathread"
item_state = "durathread" item_state = "durathread"
armor = list(melee = 25, bullet = 10, laser = 20, energy = 10, bomb = 30, bio = 15, rad = 20) armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
strip_delay = 60 strip_delay = 60
//Commander //Commander

View File

@@ -16,7 +16,7 @@
icon_state = "captain" icon_state = "captain"
desc = "It's good being the king." desc = "It's good being the king."
item_state = "caphat" item_state = "caphat"
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 60 strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain dog_fashion = /datum/dog_fashion/head/captain
@@ -32,7 +32,7 @@
name = "head of personnel's cap" name = "head of personnel's cap"
icon_state = "hopcap" icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement." desc = "The symbol of true bureaucratic micromanagement."
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/hop dog_fashion = /datum/dog_fashion/head/hop
//Nanotrasen Representative //Nanotrasen Representative
@@ -78,7 +78,7 @@
desc = "Someone who wears this will look very smart." desc = "Someone who wears this will look very smart."
icon_state = "detective" icon_state = "detective"
allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen) allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen)
armor = list(melee = 25, bullet = 5, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
dog_fashion = /datum/dog_fashion/head/detective dog_fashion = /datum/dog_fashion/head/detective
//Mime //Mime
@@ -93,14 +93,14 @@
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer." desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread" icon_state = "beretdurathread"
item_color = null item_color = null
armor = list(melee = 15, bullet = 5, laser = 15, energy = 5, bomb = 10, bio = 0, rad = 0) armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
//Security //Security
/obj/item/clothing/head/HoS /obj/item/clothing/head/HoS
name = "head of security cap" name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge." desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap" icon_state = "hoscap"
armor = list(melee = 40, bullet = 30, laser = 25, energy = 10, bomb = 25, bio = 10, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
strip_delay = 80 strip_delay = 80
/obj/item/clothing/head/HoS/beret /obj/item/clothing/head/HoS/beret
@@ -112,7 +112,7 @@
name = "warden's police hat" 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." desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm" icon_state = "policehelm"
armor = list(melee = 30, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
strip_delay = 60 strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden dog_fashion = /datum/dog_fashion/head/warden
@@ -121,14 +121,14 @@
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law." desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
icon_state = "customshelm" icon_state = "customshelm"
item_state = "customshelm" item_state = "customshelm"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60 strip_delay = 60
/obj/item/clothing/head/beret/sec /obj/item/clothing/head/beret/sec
name = "security beret" name = "security beret"
desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety." desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety."
icon_state = "beret_officer" icon_state = "beret_officer"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60 strip_delay = 60
dog_fashion = null dog_fashion = null
@@ -136,7 +136,7 @@
name = "warden's beret" name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class." desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "beret_warden" icon_state = "beret_warden"
armor = list(melee = 30, bullet = 5, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
/obj/item/clothing/head/beret/eng /obj/item/clothing/head/beret/eng
name = "engineering beret" name = "engineering beret"

View File

@@ -5,7 +5,7 @@
icon_state = "centcom" icon_state = "centcom"
desc = "It's good to be emperor." desc = "It's good to be emperor."
item_state = "centhat" item_state = "centhat"
armor = list(melee = 30, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
strip_delay = 80 strip_delay = 80
/obj/item/clothing/head/hairflower /obj/item/clothing/head/hairflower
@@ -305,13 +305,6 @@
flags = BLOCKHAIR flags = BLOCKHAIR
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
/obj/item/clothing/head/crown
name = "bananium crown"
icon_state = "crown"
item_state = "crown"
desc = "A gliterring bananium crown with spessjewels in it. Swaggy."
/obj/item/clothing/head/fedora /obj/item/clothing/head/fedora
name = "fedora" name = "fedora"
desc = "Someone wearing this definitely makes them cool" desc = "Someone wearing this definitely makes them cool"
@@ -358,14 +351,14 @@
name = "officers beret" name = "officers 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." 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" icon_state = "beret_centcom_officer"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60 strip_delay = 60
/obj/item/clothing/head/beret/centcom/officer/navy /obj/item/clothing/head/beret/centcom/officer/navy
name = "navy blue officers beret" name = "navy blue officers beret"
desc = "A navy blue 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." desc = "A navy blue 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_navy" icon_state = "beret_centcom_officer_navy"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60 strip_delay = 60
/obj/item/clothing/head/beret/centcom/captain /obj/item/clothing/head/beret/centcom/captain
@@ -479,7 +472,7 @@
name = "crown" name = "crown"
desc = "A crown fit for a king, a petty king maybe." desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown" icon_state = "crown"
armor = list(melee = 15, bullet = 0, laser = 0, energy = 15, bomb = 0, bio = 0, rad = 0) //for a warrior king //energy cause gold is reflective //worse than sec helm overall armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/crown/fancy /obj/item/clothing/head/crown/fancy
name = "magnificent crown" name = "magnificent crown"

View File

@@ -21,7 +21,7 @@
materials = list(MAT_METAL=1750, MAT_GLASS=400) materials = list(MAT_METAL=1750, MAT_GLASS=400)
flash_protect = 2 flash_protect = 2
tint = 2 tint = 2
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
actions_types = list(/datum/action/item_action/toggle) actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
@@ -91,6 +91,7 @@
desc = "It's tasty looking!" desc = "It's tasty looking!"
icon_state = "cake0" icon_state = "cake0"
flags_cover = HEADCOVERSEYES flags_cover = HEADCOVERSEYES
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/onfire = 0.0 var/onfire = 0.0
var/status = 0 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 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
@@ -164,11 +165,12 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
sprite_sheets = list( sprite_sheets = list(
"Grey" = 'icons/mob/species/grey/head.dmi' "Grey" = 'icons/mob/species/grey/head.dmi'
) )
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 2 //luminosity when on brightness_on = 2 //luminosity when on
@@ -179,7 +181,7 @@
item_state = "hardhat0_reindeer" item_state = "hardhat0_reindeer"
item_color = "reindeer" item_color = "reindeer"
flags_inv = 0 flags_inv = 0
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
brightness_on = 1 //luminosity when on brightness_on = 1 //luminosity when on
dog_fashion = /datum/dog_fashion/head/reindeer dog_fashion = /datum/dog_fashion/head/reindeer

View File

@@ -107,7 +107,7 @@
desc = "It's baseball hat in tasteful red colour." desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft" icon_state = "secsoft"
item_color = "sec" item_color = "sec"
armor = list(melee = 30, bullet = 25, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
strip_delay = 60 strip_delay = 60
dog_fashion = null dog_fashion = null

View File

@@ -30,7 +30,7 @@
materials = list(MAT_METAL=4000, MAT_GLASS=2000) materials = list(MAT_METAL=4000, MAT_GLASS=2000)
flash_protect = 2 flash_protect = 2
tint = 2 tint = 2
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
origin_tech = "materials=2;engineering=3" origin_tech = "materials=2;engineering=3"
actions_types = list(/datum/action/item_action/toggle) actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
@@ -45,7 +45,7 @@
desc = "A military-grade gas mask that can be connected to an air supply." desc = "A military-grade gas mask that can be connected to an air supply."
icon_state = "gas_mining" icon_state = "gas_mining"
actions_types = list(/datum/action/item_action/adjust) actions_types = list(/datum/action/item_action/adjust)
armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0) armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40)
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
sprite_sheets = list( sprite_sheets = list(
@@ -88,7 +88,7 @@
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." 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" icon_state = "plaguedoctor"
item_state = "gas_mask" item_state = "gas_mask"
armor = list(melee = 0, bullet = 0, laser = 2, energy = 2, bomb = 0, bio = 75, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 2, "energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/clothing/mask/gas/swat /obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask" name = "\improper SWAT mask"

View File

@@ -206,7 +206,7 @@
flags_cover = MASKCOVERSMOUTH flags_cover = MASKCOVERSMOUTH
gas_transfer_coefficient = 0.90 gas_transfer_coefficient = 0.90
permeability_coefficient = 0.01 permeability_coefficient = 0.01
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 25, rad = 0) armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
actions_types = list(/datum/action/item_action/adjust) actions_types = list(/datum/action/item_action/adjust)
sprite_sheets = list( sprite_sheets = list(

View File

@@ -9,7 +9,7 @@
can_cut_open = 1 can_cut_open = 1
icon_state = "jackboots" icon_state = "jackboots"
item_state = "jackboots" item_state = "jackboots"
armor = list(melee = 25, bullet = 25, laser = 25, energy = 25, bomb = 50, bio = 10, rad = 0) armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
strip_delay = 70 strip_delay = 70
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
@@ -17,7 +17,7 @@
name = "\improper SWAT shoes" name = "\improper SWAT shoes"
desc = "High speed, no drag combat boots." desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01 permeability_coefficient = 0.01
armor = list(melee = 40, bullet = 30, laser = 25, energy = 25, bomb = 50, bio = 30, rad = 30) armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
flags = NOSLIP flags = NOSLIP
/obj/item/clothing/shoes/sandal /obj/item/clothing/shoes/sandal
@@ -43,6 +43,7 @@
strip_delay = 50 strip_delay = 50
put_on_delay = 50 put_on_delay = 50
burn_state = FIRE_PROOF burn_state = FIRE_PROOF
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
/obj/item/clothing/shoes/galoshes/dry /obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes" name = "absorbent galoshes"
@@ -280,6 +281,7 @@
name = "lizard skin boots" name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost." desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green" icon_state = "lizardboots_green"
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizardmasterwork /obj/item/clothing/shoes/cowboy/lizardmasterwork
name = "\improper Hugs-The-Feet lizard skin boots" name = "\improper Hugs-The-Feet lizard skin boots"

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