/* * Contains: * Lasertag * Costume * Winter Coats * Misc */ /* * Lasertag */ /obj/item/clothing/suit/bluetag name = "blue laser tag armour" desc = "Blue Pride, Station Wide." icon_state = "bluetag" item_state = "bluetag" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO allowed = list (/obj/item/gun/energy/laser/tag/blue) burn_state = FIRE_PROOF species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/redtag name = "red laser tag armour" desc = "Pew pew pew." icon_state = "redtag" item_state = "redtag" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO allowed = list (/obj/item/gun/energy/laser/tag/red) burn_state = FIRE_PROOF species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /* * Costume */ /obj/item/clothing/suit/pirate_brown name = "brown pirate coat" desc = "Yarr." icon_state = "pirate_old" item_state = "pirate_old" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/pirate_black name = "black pirate coat" desc = "Yarr." icon_state = "pirate" item_state = "pirate" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/hgpirate name = "pirate captain coat" desc = "Yarr." icon_state = "hgpirate" item_state = "hgpirate" flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/cyborg_suit name = "cyborg suit" desc = "Suit for a cyborg costume." icon_state = "death" item_state = "death" flags = CONDUCT fire_resist = T0C+5200 flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/greatcoat name = "great coat" desc = "A Nazi great coat." icon_state = "nazi" item_state = "nazi" /obj/item/clothing/suit/johnny_coat name = "johnny~~ coat" desc = "Johnny~~" icon_state = "johnny" item_state = "johnny" /obj/item/clothing/suit/justice name = "justice suit" desc = "this pretty much looks ridiculous" icon_state = "justice" item_state = "justice" flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/judgerobe name = "judge's robe" desc = "This robe commands authority." icon_state = "judge" item_state = "judge" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/storage/fancy/cigarettes,/obj/item/stack/spacecash) flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/wcoat name = "waistcoat" desc = "For some classy, murderous fun." icon_state = "vest" item_state = "wcoat" blood_overlay_type = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/apron/overalls name = "coveralls" desc = "A set of denim overalls." icon_state = "overalls" item_state = "overalls" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS /obj/item/clothing/suit/syndicatefake name = "black and red space suit replica" icon_state = "syndicate-black-red" item_state = "syndicate-black-red" desc = "A plastic replica of the syndicate space suit, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!" w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT burn_state = FIRE_PROOF /obj/item/clothing/suit/hastur name = "Hastur's robes" desc = "Robes not meant to be worn by man." icon_state = "hastur" item_state = "hastur" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/imperium_monk name = "imperium monk" desc = "Have YOU killed a xeno today?" icon_state = "imperium_monk" item_state = "imperium_monk" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDESHOES|HIDEJUMPSUIT allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen) /obj/item/clothing/suit/chickensuit name = "chicken suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "chickensuit" item_state = "chickensuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/corgisuit name = "corgi suit" desc = "A suit made long ago by the ancient empire KFC." icon_state = "corgisuit" item_state = "chickensuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET flags_inv = HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/corgisuit/super_hero name = "super-hero corgi suit" desc = "A suit made long ago by the ancient empire KFC. This one pulses with a strange power." flags = NODROP /obj/item/clothing/suit/corgisuit/super_hero/en name = "\improper super-hero E-N suit" icon_state = "ensuit" /obj/item/clothing/suit/corgisuit/super_hero/en/New() ..() processing_objects.Add(src) /obj/item/clothing/suit/corgisuit/super_hero/en/Destroy() processing_objects.Remove(src) return ..() /obj/item/clothing/suit/corgisuit/super_hero/en/process() if(prob(2)) for(var/obj/M in orange(2,src)) if(!M.anchored && (M.flags & CONDUCT)) step_towards(M,src) for(var/mob/living/silicon/S in orange(2,src)) if(istype(S, /mob/living/silicon/ai)) continue step_towards(S,src) for(var/mob/living/carbon/human/machine/M in orange(2,src)) step_towards(M,src) /obj/item/clothing/suit/monkeysuit name = "monkey suit" desc = "A suit that looks like a primate" icon_state = "monkeysuit" item_state = "monkeysuit" body_parts_covered = UPPER_TORSO|ARMS|LOWER_TORSO|LEGS|FEET|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/suit/holidaypriest name = "holiday priest" desc = "This is a nice holiday my son." icon_state = "holidaypriest" item_state = "holidaypriest" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS flags_inv = HIDEJUMPSUIT allowed = list(/obj/item/storage/bible, /obj/item/nullrod, /obj/item/reagent_containers/food/drinks/bottle/holywater, /obj/item/storage/fancy/candle_box, /obj/item/candle, /obj/item/tank/emergency_oxygen) /obj/item/clothing/suit/cardborg name = "cardborg suit" desc = "An ordinary cardboard box with holes cut in the sides." icon_state = "cardborg" item_state = "cardborg" body_parts_covered = UPPER_TORSO|LOWER_TORSO flags_inv = HIDEJUMPSUIT species_disguise = "High-tech robot" /obj/item/clothing/suit/cardborg/equipped(mob/living/user, slot) ..() if(slot == slot_wear_suit) disguise(user) /obj/item/clothing/suit/cardborg/dropped(mob/living/user) ..() user.remove_alt_appearance("standard_borg_disguise") /obj/item/clothing/suit/cardborg/proc/disguise(mob/living/carbon/human/H, obj/item/clothing/head/cardborg/borghead) if(istype(H)) if(!borghead) borghead = H.head if(istype(borghead, /obj/item/clothing/head/cardborg)) //why is this done this way? because equipped() is called BEFORE THE ITEM IS IN THE SLOT WHYYYY var/image/I = image(icon = 'icons/mob/robots.dmi' , icon_state = "robot", loc = H) I.override = 1 I.overlays += image(icon = 'icons/mob/robots.dmi' , icon_state = "eyes-robot") //gotta look realistic H.add_alt_appearance("standard_borg_disguise", I, GLOB.silicon_mob_list+H) //you look like a robot to robots! (including yourself because you're totally a robot) /obj/item/clothing/suit/snowman name = "snowman outfit" desc = "Two white spheres covered in white glitter. 'Tis the season." icon_state = "snowman" item_state = "snowman" body_parts_covered = UPPER_TORSO|LOWER_TORSO flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/poncho name = "poncho" desc = "Your classic, non-racist poncho." icon_state = "classicponcho" item_state = "classicponcho" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/poncho/green name = "green poncho" desc = "Your classic, non-racist poncho. This one is green." icon_state = "greenponcho" item_state = "greenponcho" /obj/item/clothing/suit/poncho/red name = "red poncho" desc = "Your classic, non-racist poncho. This one is red." icon_state = "redponcho" item_state = "redponcho" /obj/item/clothing/suit/poncho/ponchoshame name = "poncho of shame" desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally." icon_state = "ponchoshame" item_state = "ponchoshame" flags = NODROP /obj/item/clothing/suit/hooded/carp_costume name = "carp costume" desc = "A costume made from 'synthetic' carp scales, it smells." icon_state = "carp_casual" item_state = "labcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too allowed = list(/obj/item/tank/emergency_oxygen) hoodtype = /obj/item/clothing/head/hooded/carp_hood /obj/item/clothing/head/hooded/carp_hood name = "carp hood" desc = "A hood attached to a carp costume." icon_state = "carp_casual" body_parts_covered = HEAD cold_protection = HEAD min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT flags = NODROP|BLOCKHAIR flags_inv = HIDEEARS /obj/item/clothing/suit/hooded/bee_costume // It's Hip! name = "bee costume" desc = "Bee the true Queen!" icon_state = "bee" item_state = "labcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS flags = THICKMATERIAL hoodtype = /obj/item/clothing/head/hooded/bee_hood /obj/item/clothing/head/hooded/bee_hood name = "bee hood" desc = "A hood attached to a bee costume." icon_state = "bee" body_parts_covered = HEAD flags = THICKMATERIAL|NODROP|BLOCKHAIR flags_inv = HIDEEARS /obj/item/clothing/suit/bloated_human //OH MY GOD WHAT HAVE YOU DONE!?!?!? name = "bloated human suit" desc = "A horribly bloated suit made from human skins." icon_state = "lingspacesuit" item_state = "lingspacesuit" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS /obj/item/clothing/suit/draculacoat // Bleh! name = "transylvanian coat" desc = "What is a spessman? A miserable little pile of secrets." icon_state = "draculacoat" item_state = "draculacoat" /* * Winter Coats */ /obj/item/clothing/suit/hooded/wintercoat name = "winter coat" desc = "A heavy jacket made from 'synthetic' animal furs." icon_state = "wintercoat" item_state = "labcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 10, rad = 0) allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) species_fit = list("Vox") sprite_sheets = list("Vox" = 'icons/mob/species/vox/suit.dmi') /obj/item/clothing/head/winterhood name = "winter hood" desc = "A hood attached to a heavy winter jacket." icon_state = "winterhood" body_parts_covered = HEAD cold_protection = HEAD min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT flags = NODROP|BLOCKHAIR flags_inv = HIDEEARS species_fit = list("Vox") sprite_sheets = list("Vox" = 'icons/mob/species/vox/head.dmi') /obj/item/clothing/suit/hooded/wintercoat/captain name = "captain's winter coat" icon_state = "wintercoat_captain" armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/winterhood/captain /obj/item/clothing/head/winterhood/captain icon_state = "winterhood_captain" /obj/item/clothing/suit/hooded/wintercoat/security name = "security winter coat" icon_state = "wintercoat_sec" armor = list(melee = 10, bullet = 10, laser = 10, energy = 5, bomb = 15, bio = 0, rad = 0) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/winterhood/security /obj/item/clothing/head/winterhood/security icon_state = "winterhood_sec" /obj/item/clothing/suit/hooded/wintercoat/medical name = "medical winter coat" icon_state = "wintercoat_med" allowed = list(/obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 50, rad = 0) hoodtype = /obj/item/clothing/head/winterhood/medical /obj/item/clothing/head/winterhood/medical icon_state = "winterhood_med" /obj/item/clothing/suit/hooded/wintercoat/science name = "science winter coat" icon_state = "wintercoat_sci" allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0) hoodtype = /obj/item/clothing/head/winterhood/science /obj/item/clothing/head/winterhood/science icon_state = "winterhood_sci" /obj/item/clothing/suit/hooded/wintercoat/engineering name = "engineering winter coat" icon_state = "wintercoat_engi" armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20) allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd) hoodtype = /obj/item/clothing/head/winterhood/engineering /obj/item/clothing/head/winterhood/engineering icon_state = "winterhood_engi" /obj/item/clothing/suit/hooded/wintercoat/engineering/atmos name = "atmospherics winter coat" icon_state = "wintercoat_atmos" hoodtype = /obj/item/clothing/head/winterhood/engineering/atmos /obj/item/clothing/head/winterhood/engineering/atmos icon_state = "winterhood_atmos" /obj/item/clothing/suit/hooded/wintercoat/hydro name = "hydroponics winter coat" icon_state = "wintercoat_hydro" allowed = list(/obj/item/reagent_containers/spray, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/hatchet, /obj/item/storage/bag/plants) hoodtype = /obj/item/clothing/head/winterhood/hydro /obj/item/clothing/head/winterhood/hydro icon_state = "winterhood_hydro" /obj/item/clothing/suit/hooded/wintercoat/cargo name = "cargo winter coat" icon_state = "wintercoat_cargo" hoodtype = /obj/item/clothing/head/winterhood/cargo /obj/item/clothing/head/winterhood/cargo icon_state = "winterhood_cargo" /obj/item/clothing/suit/hooded/wintercoat/miner name = "mining winter coat" icon_state = "wintercoat_miner" allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) hoodtype = /obj/item/clothing/head/winterhood/miner /obj/item/clothing/head/winterhood/miner icon_state = "winterhood_miner" /* * Misc */ //hoodies /obj/item/clothing/suit/hooded/hoodie name = "black hoodie" desc = "It's a hoodie. It has a hood. Most hoodies do." icon_state = "black_hoodie" item_state = "blueshieldcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen) hoodtype = /obj/item/clothing/head/hood species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/head/hood name = "black hood" desc = "A hood attached to a hoodie." icon_state = "blackhood" body_parts_covered = HEAD cold_protection = HEAD flags = NODROP|BLOCKHAIR flags_inv = HIDEEARS species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/head.dmi' ) /obj/item/clothing/head/hood/blue icon_state = "bluehood" /obj/item/clothing/head/hood/white icon_state = "whitehood" /obj/item/clothing/suit/hooded/hoodie/blue name = "blue hoodie" icon_state = "blue_hoodie" hoodtype = /obj/item/clothing/head/hood/blue /obj/item/clothing/suit/hooded/hoodie/mit name = "Martian Institute of Technology hoodie" desc = "A hoodie proudly worn by students and graduates alike, has the letters 'MIT' on the back." icon_state = "mit_hoodie" hoodtype = /obj/item/clothing/head/hood /obj/item/clothing/suit/hooded/hoodie/cut name = "Canaan University of Technology hoodie" desc = "A bright hoodie with the Canaan University of Technology logo on the front." icon_state = "cut_hoodie" hoodtype = /obj/item/clothing/head/hood/white /obj/item/clothing/suit/hooded/hoodie/lam name = "Lunar Academy of Medicine hoodie" desc = "A bright hoodie with the Lunar Academy of Medicine logo on the back." icon_state = "lam_hoodie" hoodtype = /obj/item/clothing/head/hood/white /obj/item/clothing/suit/hooded/hoodie/nt name = "Nanotrasen hoodie" desc = "A blue hoodie with the Nanotrasen logo on the back." icon_state = "nt_hoodie" hoodtype = /obj/item/clothing/head/hood/blue /obj/item/clothing/suit/hooded/hoodie/tp name = "Tharsis Polytech hoodie" desc = "A dark hoodie with the Tharsis Polytech logo on the back." icon_state = "tp_hoodie" hoodtype = /obj/item/clothing/head/hood /obj/item/clothing/suit/straight_jacket name = "straight jacket" desc = "A suit that completely restrains the wearer." icon_state = "straight_jacket" item_state = "straight_jacket" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL flags_size = ONESIZEFITSALL strip_delay = 60 breakouttime = 3000 /obj/item/clothing/suit/ianshirt name = "worn shirt" desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it but it's pretty close. Good for sleeping in." icon_state = "ianshirt" item_state = "ianshirt" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) //pyjamas //originally intended to be pinstripes >.> /obj/item/clothing/under/bluepyjamas name = "blue pyjamas" desc = "Slightly old-fashioned sleepwear." icon_state = "blue_pyjamas" item_state = "blue_pyjamas" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/under/redpyjamas name = "red pyjamas" desc = "Slightly old-fashioned sleepwear." icon_state = "red_pyjamas" item_state = "red_pyjamas" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS //coats /obj/item/clothing/suit/leathercoat name = "leather coat" desc = "A long, thick black leather coat." icon_state = "leathercoat" item_state = "leathercoat" burn_state = FIRE_PROOF /obj/item/clothing/suit/browncoat name = "brown leather coat" desc = "A long, brown leather coat." icon_state = "browncoat" item_state = "browncoat" /obj/item/clothing/suit/neocoat name = "black coat" desc = "A flowing, black coat." icon_state = "neocoat" item_state = "neocoat" /obj/item/clothing/suit/browntrenchcoat name = "brown trench coat" desc = "It makes you stand out. Just the opposite of why it's typically worn. Nice try trying to blend in while wearing it." icon_state = "brtrenchcoat" item_state = "brtrenchcoat" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/blacktrenchcoat name = "black trench coat" desc = "That shade of black just makes you look a bit more evil. Good for those mafia types." icon_state = "bltrenchcoat" item_state = "bltrenchcoat" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) //trackjackets /obj/item/clothing/suit/tracksuit name = "black tracksuit" desc = "Lightweight and stylish. What else could a man ask of his tracksuit?" icon_state = "trackjacket_open" item_state = "bltrenchcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS ignore_suitadjust = 0 suit_adjusted = 1 actions_types = list(/datum/action/item_action/openclose) adjust_flavour = "unzip" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/tracksuit/green name = "green tracksuit" icon_state = "trackjacketgreen_open" /obj/item/clothing/suit/tracksuit/red name = "red tracksuit" icon_state = "trackjacketred_open" /obj/item/clothing/suit/tracksuit/white name = "white tracksuit" icon_state = "trackjacketwhite_open" //actual suits /obj/item/clothing/suit/creamsuit name = "cream suit" desc = "A cream coloured, genteel suit." icon_state = "creamsuit" item_state = "creamsuit" /obj/item/clothing/under/stripper/mankini name = "the mankini" desc = "No honest man would wear this abomination" icon_state = "mankini" item_color = "mankini" /obj/item/clothing/suit/jacket/miljacket name = "olive military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in olive." icon_state = "militaryjacket" item_state = "militaryjacket" ignore_suitadjust = 1 actions_types = list() adjust_flavour = null allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy,/obj/item/storage/fancy/cigarettes,/obj/item/lighter,/obj/item/gun/projectile/automatic/pistol,/obj/item/gun/projectile/revolver,/obj/item/gun/projectile/revolver/detective) /obj/item/clothing/suit/jacket/miljacket/navy name = "navy military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in navy blue." icon_state = "navy_jacket" /obj/item/clothing/suit/jacket/miljacket/desert name = "desert military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in desert beige." icon_state = "desert_jacket" /obj/item/clothing/suit/jacket/miljacket/white name = "white military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in snow white." icon_state = "white_jacket" /obj/item/clothing/suit/xenos name = "xenos suit" desc = "A suit made out of chitinous alien hide." icon_state = "xenos" item_state = "xenos_helm" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags_size = ONESIZEFITSALL //swimsuit /obj/item/clothing/under/swimsuit/ /obj/item/clothing/under/swimsuit/black name = "black swimsuit" desc = "An oldfashioned black swimsuit." icon_state = "swim_black" item_color = "swim_black" /obj/item/clothing/under/swimsuit/blue name = "blue swimsuit" desc = "An oldfashioned blue swimsuit." icon_state = "swim_blue" item_color = "swim_blue" /obj/item/clothing/under/swimsuit/purple name = "purple swimsuit" desc = "An oldfashioned purple swimsuit." icon_state = "swim_purp" item_color = "swim_purp" /obj/item/clothing/under/swimsuit/green name = "green swimsuit" desc = "An oldfashioned green swimsuit." icon_state = "swim_green" item_color = "swim_green" /obj/item/clothing/under/swimsuit/red name = "red swimsuit" desc = "An oldfashioned red swimsuit." icon_state = "swim_red" item_color = "swim_red" /obj/item/clothing/suit/storage/mercy_hoodie name = "mercy robe" desc = "A soft white robe made of a synthetic fiber that provides improved protection against biohazards. Possessing multiple overlapping layers, yet light enough to allow complete freedom of movement, it denotes its wearer as a master physician." icon_state = "mercy_hoodie" item_state = "mercy_hoodie" w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 flags_size = ONESIZEFITSALL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen) armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL /obj/item/clothing/head/mercy_hood name = "Mercy Hood" desc = "A soft white hood made of a synthetic fiber that provides improved protection against biohazards. Its elegant design allows a clear field of vision." icon_state = "mercy_hood" item_state = "mercy_hood" permeability_coefficient = 0.01 flags = BLOCKHAIR flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 20) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES /obj/item/clothing/suit/jacket name = "bomber jacket" desc = "Aviators not included." icon_state = "bomber" item_state = "bomber" ignore_suitadjust = 0 allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy,/obj/item/storage/fancy/cigarettes,/obj/item/lighter) body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS actions_types = list(/datum/action/item_action/zipper) adjust_flavour = "unzip" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/jacket/pilot name = "security bomber jacket" desc = "A stylish and worn-in armoured black bomber jacket emblazoned with the NT Security crest on the left breast. Looks rugged." icon_state = "bombersec" item_state = "bombersec" ignore_suitadjust = 0 //Inherited from Security armour. allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic,/obj/item/kitchen/knife/combat) heat_protection = UPPER_TORSO|LOWER_TORSO min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT strip_delay = 60 put_on_delay = 40 flags_size = ONESIZEFITSALL armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0) //End of inheritance from Security armour. /obj/item/clothing/suit/jacket/leather name = "leather jacket" desc = "Pompadour not included." icon_state = "leatherjacket" ignore_suitadjust = 1 actions_types = list() adjust_flavour = null burn_state = FIRE_PROOF /obj/item/clothing/suit/jacket/leather/overcoat name = "leather overcoat" desc = "That's a damn fine coat." icon_state = "leathercoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS /obj/item/clothing/suit/officercoat name = "Clown Officer's Coat" desc = "A classy clown officer's overcoat, also designed by Hugo Boss." icon_state = "officersuit" item_state = "officersuit" ignore_suitadjust = 0 actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/soldiercoat name = "Clown Soldier's Coat" desc = "An overcoat for the clown soldier, to keep him warm during those cold winter nights on the front." icon_state = "soldiersuit" item_state = "soldiersuit" ignore_suitadjust = 0 actions_types = list(/datum/action/item_action/button) adjust_flavour = "unbutton" species_fit = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/species/vox/suit.dmi' ) /obj/item/clothing/suit/toggle/owlwings name = "owl cloak" desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad." icon_state = "owl_wings" item_state = "owl_wings" body_parts_covered = ARMS armor = list(melee = 5, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite) actions_types = list(/datum/action/item_action/toggle_wings) /obj/item/clothing/suit/toggle/owlwings/griffinwings name = "griffon cloak" desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad." icon_state = "griffin_wings" item_state = "griffin_wings" /obj/item/clothing/suit/toggle/attack_self() if(icon_state == initial(icon_state)) icon_state = icon_state + "_t" item_state = icon_state + "_t" else icon_state = initial(icon_state) item_state = initial(item_state) usr.update_inv_wear_suit() for(var/X in actions) var/datum/action/A = X A.UpdateButtonIcon() /obj/item/clothing/suit/lordadmiral name = "Lord Admiral's Coat" desc = "You'll be the Ruler of the King's Navy in no time." icon_state = "lordadmiral" item_state = "lordadmiral" allowed = list (/obj/item/gun) /obj/item/clothing/suit/fluff/noble_coat name = "noble coat" desc = "The livid blues, purples and greens are awesome enough to evoke a visceral response in you; it is not dissimilar to indigestion." icon_state = "noble_coat" item_state = "noble_coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS ///Advanced Protective Suit, AKA, God Mode in wearable form. /obj/item/clothing/suit/advanced_protective_suit name = "Advanced Protective Suit" desc = "An incredibly advanced and complex suit; it has so many buttons and dials as to be incomprehensible." icon_state = "bomb" item_state = "bomb" actions_types = list(/datum/action/item_action/toggle) gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100) cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT slowdown = -10 siemens_coefficient = 0 var/on = 0 /obj/item/clothing/suit/advanced_protective_suit/Destroy() if(on) on = 0 processing_objects.Remove(src) return ..() /obj/item/clothing/suit/advanced_protective_suit/ui_action_click() if(on) on = 0 to_chat(usr, "You turn the suit's special processes off.") else on = 1 to_chat(usr, "You turn the suit's special processes on.") processing_objects.Add(src) /obj/item/clothing/suit/advanced_protective_suit/IsReflect() return (on) /obj/item/clothing/suit/advanced_protective_suit/process() if(on) var/mob/living/carbon/human/user = src.loc if(user && ishuman(user) && (user.wear_suit == src)) if(user.reagents.get_reagent_amount("stimulants") < 15) user.reagents.add_reagent("stimulants", 15) if(user.reagents.get_reagent_amount("adminordrazine") < 15) user.reagents.add_reagent("adminordrazine", 15) if(user.reagents.get_reagent_amount("nanites") < 15) user.reagents.add_reagent("nanites", 15) if(user.reagents.get_reagent_amount("syndicate_nanites") < 15) user.reagents.add_reagent("syndicate_nanites", 15) else processing_objects.Remove(src) //Syndicate Chaplain Robe (WOLOLO!) /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe description_antag = "This robe is made of reinforced fibers, granting it superior protection. The robes also wirelessly generate power for the neurotransmitter in the linked missionary staff while being worn." armor = list(melee = 10, bullet = 10, laser = 5, energy = 5, bomb = 0, bio = 0, rad = 15) var/obj/item/nullrod/missionary_staff/linked_staff = null /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/Destroy() if(linked_staff) //delink on destruction linked_staff.robes = null linked_staff = null processing_objects -= src //probably is cleared in a parent call already, but just in case we're gonna do it here return ..() /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/equipped(mob/living/carbon/human/H, slot) if(!istype(H) || slot != slot_wear_suit) processing_objects -= src return else processing_objects |= src /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/process() if(!linked_staff) //if we don't have a linked staff, the rest of this is useless return if(!ishuman(loc)) //if we somehow try to process while not on a human, remove ourselves from processing and return processing_objects -= src return var/mob/living/carbon/human/H = loc if(linked_staff.faith >= 100) //if the linked staff is fully recharged, do nothing return if(!linked_staff in range(3, get_turf(src))) //staff won't charge at range (to prevent it from being handed off / stolen and used) if(prob(10)) //10% chance per process should avoid being too spammy, can tweak if it ends up still being too frequent. to_chat(H, "Your staff is unable to charge at this range. Get closer!") return linked_staff.faith += 5 if(linked_staff.faith >= 100) //if this charge puts the staff at or above full, notify the wearer to_chat(H, "Faith renewed; ready to convert new followers.") /obj/item/clothing/suit/tailcoat name = "victorian tailcoat" desc = "A fancy victorian tailcoat." icon_state = "tailcoat" item_state = "tailcoat" /obj/item/clothing/suit/victcoat name = "ladies victorian coat" desc = "A fancy victorian coat." icon_state = "ladiesvictoriancoat" item_state = "ladiesvictoriancoat" /obj/item/clothing/suit/victcoat/red name = "ladies red victorian coat" icon_state = "ladiesredvictoriancoat" item_state = "ladiesredvictoriancoat" //Mantles! /obj/item/clothing/suit/mantle name = "mantle" desc = "A heavy quilted mantle, for keeping your shoulders warm and stylish." icon_state = "mantle" item_state = "mantle" body_parts_covered = UPPER_TORSO|ARMS cold_protection = UPPER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT /obj/item/clothing/suit/mantle/regal name = "regal shawl" desc = "A fancy shawl for nobility, made from high quality materials." icon_state = "regal_mantle" item_state = "regal_mantle" /obj/item/clothing/suit/mantle/old name = "old wrap" desc = "A tattered fabric wrap, faded over the years. Smells faintly of cigars." icon_state = "old_mantle" item_state = "old_mantle"