/// Global proc that sets up all MOD themes as singletons in a list and returns it. /proc/setup_mod_themes() . = list() for(var/path in typesof(/datum/mod_theme)) var/datum/mod_theme/new_theme = new path() .[path] = new_theme /// MODsuit theme, instanced once and then used by MODsuits to grab various statistics. /datum/mod_theme /// Theme name for the MOD. var/name = "BASE" /// Description added to the MOD. var/desc = "A civilian class suit by Cybersun Industries, doesn't offer much other than slightly quicker movement." /// Extended description on examine_more var/extended_desc = "A third-generation, modular civilian class suit by Cybersun Industries, \ this suit is a staple across the galaxy for civilian applications. These suits are oxygenated, \ spaceworthy, resistant to fire and chemical threats, and are immunized against everything between \ a sneeze and a bioweapon. However, their combat applications are incredibly minimal due to the amount of \ armor plating being installed by default, and their actuators only lead to slightly greater speed than industrial suits." /// Default skin of the MOD. var/default_skin = "standard" /// The slot this mod theme fits on var/slot_flags = SLOT_FLAG_BACK /// Armor shared across the MOD parts. var/obj/item/mod/armor/armor_type_1 = /obj/item/mod/armor/mod_theme /// the actual armor object placed in a datum as I am tired and I just want this to work var/obj/item/mod/armor/armor_type_2 = null /// Resistance flags shared across the MOD parts. var/resistance_flags = NONE /// Atom flags shared across the MOD parts. var/atom_flags = NONE /// Max heat protection shared across the MOD parts. var/max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT /// Max cold protection shared across the MOD parts. var/min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT /// Siemens shared across the MOD parts. var/siemens_coefficient = 0.5 /// How much modules can the MOD carry without malfunctioning. var/complexity_max = DEFAULT_MAX_COMPLEXITY /// How much battery power the MOD uses by just being on var/charge_drain = DEFAULT_CHARGE_DRAIN /// Slowdown of the MOD when not active. var/slowdown_inactive = 1.25 /// Slowdown of the MOD when active. var/slowdown_active = 0.75 /// Theme used by the MOD TGUI. var/ui_theme = "ntos" /// List of inbuilt modules. These are different from the pre-equipped suits, you should mainly use these for unremovable modules with 0 complexity. var/list/inbuilt_modules = list() /// Allowed items in the chestplate's suit storage. var/list/allowed_suit_storage = list() /// List of skins with their appropriate clothing flags. var/list/skins = list( "standard" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, SEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), "civilian" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /datum/mod_theme/standard //We don't want the civilian skin to apply to all modsuits, that causes issues. name = "standard" /datum/mod_theme/New() . = ..() armor_type_2 = new armor_type_1 /obj/item/mod/armor/mod_theme armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 25, FIRE = 33, ACID = 33) /datum/mod_theme/engineering name = "engineering" desc = "An engineer-fit suit with heat and shock resistance. Cybersun Industries's classic." extended_desc = "A classic by Cybersun Industries, and surely their claim to fame. This model is an \ improvement upon the first-generation prototype models from before the Void War, boasting an array of features. \ The modular flexibility of the base design has been combined with a blast-dampening insulated inner layer and \ a shock-resistant outer layer, making the suit nigh-invulnerable against even the extremes of high-voltage electricity. \ However, the capacity for modification remains the same as civilian-grade suits." default_skin = "engineering" armor_type_1 = /obj/item/mod/armor/mod_theme_engineering resistance_flags = FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT siemens_coefficient = 0 slowdown_inactive = 1.5 slowdown_active = 0.75 allowed_suit_storage = list( /obj/item/rcd, /obj/item/fireaxe, ) skins = list( "engineering" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_engineering armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 30, RAD = 150, FIRE = INFINITY, ACID = 150) //Bomb armor bumped up a bit, as the modsuit describes it with blast-dampening /datum/mod_theme/atmospheric name = "atmospheric" desc = "An atmospheric-resistant suit by Cybersun Industries, offering extreme heat resistance compared to the engineer suit." extended_desc = "A modified version of the Cybersun Industries industrial model. This one has been \ augmented with the latest in heat-resistant alloys, paired with a series of advanced heatsinks. \ Additionally, the materials used to construct this suit have rendered it extremely hardy against \ corrosive gasses and liquids, useful in the world of pipes. \ However, the capacity for modification remains the same as civilian-grade suits." default_skin = "atmospheric" armor_type_1 = /obj/item/mod/armor/mod_theme_atmospheric resistance_flags = FIRE_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT complexity_max = DEFAULT_MAX_COMPLEXITY - 3 charge_drain = DEFAULT_CHARGE_DRAIN * 2 siemens_coefficient = 0 slowdown_inactive = 1.5 slowdown_active = 0.75 allowed_suit_storage = list( /obj/item/rcd, /obj/item/fireaxe/, /obj/item/rpd, /obj/item/t_scanner, /obj/item/analyzer ) skins = list( "atmospheric" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, UNSEALED_COVER = HEADCOVERSMOUTH, SEALED_COVER = HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_atmospheric armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 15, FIRE = INFINITY, ACID = 150) /datum/mod_theme/advanced name = "advanced" desc = "An advanced version of Cybersun Industries's classic suit, shining with a white, acid and fire resistant polish." extended_desc = "The flagship version of the Cybersun Industrie industrial model, and their latest product. \ Combining all the features of their other industrial model suits inside, with blast resistance almost approaching \ some EOD suits, the outside has been coated with a white polish rumored to be a corporate secret. \ The paint used is almost entirely immune to corrosives, and certainly looks damn fine. \ These come pre-installed with magnetic boots, using an advanced system to toggle them on or off as the user walks." default_skin = "advanced" armor_type_1 = /obj/item/mod/armor/mod_theme_advanced resistance_flags = FIRE_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT complexity_max = DEFAULT_MAX_COMPLEXITY - 3 charge_drain = DEFAULT_CHARGE_DRAIN * 1.5 siemens_coefficient = 0 slowdown_inactive = 1 slowdown_active = 0.45 inbuilt_modules = list(/obj/item/mod/module/magboot/advanced) allowed_suit_storage = list( /obj/item/analyzer, /obj/item/rcd, /obj/item/fireaxe, /obj/item/melee/classic_baton/telescopic, /obj/item/rpd, /obj/item/t_scanner, /obj/item/analyzer, /obj/item/gun ) skins = list( "advanced" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_advanced armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 150) /datum/mod_theme/mining name = "mining" desc = "A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form." extended_desc = "A high-powered Nanotrasen-designed suit, based off the work of Cybersun Industries. \ While initial designs were built for the rigors of asteroid mining, given blast resistance through inbuilt ceramics, \ mining teams have since heavily tweaked the suit themselves with assistance from devices crafted by \ destructive analysis of unknown technologies discovered on the Indecipheres mining sites, patterned off \ their typical non-EVA exploration suits. The visor has been expanded to a system of seven arachnid-like cameras, \ offering full view of the land and its soon-to-be-dead inhabitants. The armor plating has been trimmed down to \ the bare essentials, geared far more for environmental hazards than combat against fauna; however, \ this gives way to incredible protection against corrosives and thermal protection good enough for \ traversing the hostile climate of scorching hot barren planets, molten, and volcanic worlds like Epsilon Eridanii II. \ Instead, the suit is capable of using its' anomalous properties to attract and \ carefully distribute layers of ash or ice across the surface; these layers are ablative, but incredibly strong. \ However, all of this has proven to be straining on all Nanotrasen-approved cells, \ so much so that it comes default fueled by equally-enigmatic plasma fuel rather than a simple recharge. \ Additionally, the systems have been put to near their maximum load, allowing for far less customization than others." default_skin = "mining" armor_type_1 = /obj/item/mod/armor/mod_theme_mining resistance_flags = FIRE_PROOF | LAVA_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT complexity_max = DEFAULT_MAX_COMPLEXITY - 3 charge_drain = DEFAULT_CHARGE_DRAIN * 2 slowdown_inactive = 1.5 slowdown_active = 0.5 allowed_suit_storage = list( /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/pickaxe, /obj/item/kinetic_crusher, /obj/item/stack/ore/plasma, /obj/item/storage/bag/ore, /obj/item/gun/energy/kinetic_accelerator, ) inbuilt_modules = list(/obj/item/mod/module/ash_accretion, /obj/item/mod/module/sphere_transform) skins = list( "mining" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), "asteroid" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_mining armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50) /datum/mod_theme/loader name = "loader" desc = "An unsealed experimental motorized harness manufactured by Scarborough Arms for quick and efficient munition supplies." extended_desc = "This powered suit is an experimental spinoff of in-atmosphere Engineering suits. \ This fully articulated titanium exoskeleton is Scarborough Arms' suit of choice for their munition delivery men, \ and what it lacks in EVA protection, it makes up for in strength and flexibility. The primary feature of \ this suit are the two manipulator arms, carefully synchronized with the user's thoughts and \ duplicating their motions almost exactly. These are driven by myomer, an artificial analog of muscles, \ requiring large amounts of voltage to function; occasionally sparking under load with the sheer power of a \ suit capable of lifting 250 tons. Even the legs in the suit have been tuned to incredible capacity, \ the user being able to run at greater speeds for much longer distances and times than an unsuited equivalent. \ A lot of people would say loading cargo is a dull job. You could not disagree more." default_skin = "loader" armor_type_1 = /obj/item/mod/armor/mod_theme_loader max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT siemens_coefficient = 0.25 complexity_max = DEFAULT_MAX_COMPLEXITY - 5 slowdown_inactive = 0.5 slowdown_active = 0 allowed_suit_storage = list() inbuilt_modules = list(/obj/item/mod/module/hydraulic, /obj/item/mod/module/clamp/loader, /obj/item/mod/module/magnet) skins = list( "loader" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL | BLOCKHAIR, SEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, ), GAUNTLETS_FLAGS = list( SEALED_CLOTHING = THICKMATERIAL, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( SEALED_CLOTHING = THICKMATERIAL, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_loader armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 25, ACID = 25) /datum/mod_theme/medical name = "medical" desc = "A lightweight suit by DeForest Medical Corporation, allows for easier movement." extended_desc = "A lightweight suit produced by the DeForest Medical Corporation and BioTech Solutions, based off the work of \ Cybersun Industries. The latest in technology has been employed in this suit to render it immunized against \ allergens, airborne toxins, and regular pathogens. The primary asset of this suit is the speed, \ fusing high-powered servos and actuators with a carbon-fiber construction. While there's very little armor used, \ it is incredibly acid-resistant. It is slightly more demanding of power than civilian-grade models, \ and weak against fingers tapping the glass." default_skin = "medical" armor_type_1 = /obj/item/mod/armor/mod_theme_medical charge_drain = DEFAULT_CHARGE_DRAIN * 2 slowdown_inactive = 1 slowdown_active = 0.45 allowed_suit_storage = list( /obj/item/healthanalyzer, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, /obj/item/stack/medical, /obj/item/sensor_device, /obj/item/storage/pill_bottle, /obj/item/storage/bag/chemistry, /obj/item/storage/bag/bio, ) skins = list( "medical" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), "corpsman" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_medical armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 75, ACID = 150) /datum/mod_theme/rescue name = "rescue" desc = "An advanced version of DeForest Medical Corporation's medical suit, designed for quick rescue of bodies from the most dangerous environments." extended_desc = "An upgraded, overtuned version of DeForest Medical Corporation's medical suit, with BioTech Solutions making heavy modifications. \ designed for quick rescue of bodies from the most dangerous environments. The same advanced leg servos \ as the base version are seen here, giving paramedics incredible speed, but the same servos are also in the arms. \ Users are capable of quickly hauling even the heaviest crewmembers using this suit, \ all while being entirely immune against chemical and thermal threats. \ It is slightly more demanding of power than civilian-grade models, and weak against fingers tapping the glass." default_skin = "rescue" armor_type_1 = /obj/item/mod/armor/mod_theme_rescue resistance_flags = FIRE_PROOF | ACID_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT charge_drain = DEFAULT_CHARGE_DRAIN * 1.5 slowdown_inactive = 0.75 slowdown_active = 0.25 inbuilt_modules = list() allowed_suit_storage = list( /obj/item/healthanalyzer, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/syringe, /obj/item/stack/medical, /obj/item/sensor_device, /obj/item/storage/pill_bottle, /obj/item/storage/bag/chemistry, /obj/item/storage/bag/bio, /obj/item/melee/classic_baton/telescopic, ) skins = list( "rescue" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_rescue armor = list(MELEE = 20, BULLET = 20, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 50, FIRE = 150, ACID = 150) //Extra melee / bullet armor for if they get caught in a fight. Of course, no laser armor. /datum/mod_theme/research name = "research" desc = "A private military EOD suit by Aussec Armory, intended for explosive research. Bulky, but expansive." extended_desc = "A private military EOD suit by Aussec Armory, based off the work of Cybersun Industries. \ This suit is intended for explosive research, built incredibly bulky and well-covering. \ Featuring an inbuilt chemical scanning array, this suit uses two layers of plastitanium armor, \ sandwiching an inert layer to dissipate kinetic energy into the suit and away from the user; \ outperforming even the best conventional EOD suits. However, despite its immunity against even \ missiles and artillery, all the explosive resistance is mostly working to keep the user intact, \ not alive. The user will also find narrow doorframes nigh-impossible to surmount." default_skin = "research" armor_type_1 = /obj/item/mod/armor/mod_theme_research resistance_flags = FIRE_PROOF | ACID_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT complexity_max = DEFAULT_MAX_COMPLEXITY + 5 slowdown_inactive = 1.75 slowdown_active = 1 ui_theme = "changeling" inbuilt_modules = list(/obj/item/mod/module/reagent_scanner/advanced) allowed_suit_storage = list( /obj/item/analyzer, /obj/item/dnainjector, /obj/item/hand_tele, /obj/item/storage/bag/bio, /obj/item/melee/classic_baton/telescopic, /obj/item/gun ) skins = list( "research" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_research armor = list(MELEE = 30, BULLET = 30, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 150) //Slow balistic / explosive testing armor. Not laser testing however! /datum/mod_theme/security name = "security" desc = "A Shellguard Munitions security suit, offering quicker speed at the cost of carrying capacity." extended_desc = "A Shellguard Munitions classic, this model of MODsuit has been designed for quick response to \ hostile situations. These suits have been layered with plating worthy enough for fires or corrosive environments, \ and come with composite cushioning and an advanced honeycomb structure underneath the hull to ensure protection \ against broken bones or possible avulsions. The suit's legs have been given more rugged actuators, \ allowing the suit to do more work in carrying the weight. However, the systems used in these suits are more than \ a few years out of date, leading to an overall lower capacity for modules." default_skin = "security" armor_type_1 = /obj/item/mod/armor/mod_theme_security complexity_max = DEFAULT_MAX_COMPLEXITY - 3 slowdown_inactive = 1 slowdown_active = 0.45 ui_theme = "security" allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/reagent_containers/spray/pepper, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/gun, ) skins = list( "security" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, UNSEALED_COVER = HEADCOVERSMOUTH, SEALED_COVER = HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_security armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 25, RAD = 0, FIRE = 150, ACID = 150) /datum/mod_theme/safeguard name = "safeguard" desc = "A Shellguard Munitions advanced security suit, offering greater speed and fire protection than the standard security model." extended_desc = "A Shellguard Munitions advanced security suit, and their latest model. This variant has \ ditched the presence of a reinforced glass visor entirely, replacing it with a 'blast visor' utilizing a \ small camera on the left side to display the outside to the user. The plating on the suit has been \ dramatically increased, especially in the pauldrons, giving the wearer an imposing silhouette. \ Heatsinks line the sides of the suit, and greater technology has been used in insulating it against \ both corrosive environments and sudden impacts to the user's joints." default_skin = "safeguard" armor_type_1 = /obj/item/mod/armor/mod_theme_safeguard resistance_flags = FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT slowdown_inactive = 0.75 slowdown_active = 0.25 ui_theme = "security" allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/reagent_containers/spray/pepper, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/gun, ) skins = list( "safeguard" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_safeguard armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 15, BOMB = 40, RAD = 25, FIRE = INFINITY, ACID = 150) /datum/mod_theme/magnate name = "magnate" desc = "A fancy, very protective suit for Nanotrasen's captains. Shock, fire and acid-proof while also having a large capacity and high speed." extended_desc = "They say it costs four hundred thousand credits to run this MODsuit... for twelve seconds. \ The Magnate suit is designed for protection, comfort, and luxury for Nanotrasen Captains. \ The onboard air filters have been preprogrammed with an additional five hundred different fragrances that can \ be pumped into the helmet, all of highly-endangered flowers. A bespoke Tralex mechanical clock has been placed \ in the wrist, and the Magnate package comes with carbon-fibre cufflinks to wear underneath. \ My God, it even has a granite trim. The double-classified paint that's been painstakingly applied to the hull \ provides protection against shock, fire, and the strongest acids. Onboard systems employ meta-positronic learning \ and bluespace processing to allow for a wide array of onboard modules to be supported, and only the best actuators \ have been employed for speed. The resemblance to a Gorlex Marauder helmet is *purely* coincidental." default_skin = "magnate" armor_type_1 = /obj/item/mod/armor/mod_theme_magnate resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF // Theft targets should be hard to destroy max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT siemens_coefficient = 0 complexity_max = DEFAULT_MAX_COMPLEXITY + 5 slowdown_inactive = 0.75 slowdown_active = 0.25 allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee, /obj/item/gun, ) skins = list( "magnate" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_magnate armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = 450) //On one hand this is quite strong, on the other hand energy hole / antagonists need to steal, and thus by extention use this. /datum/mod_theme/cosmohonk name = "cosmohonk" desc = "A suit by Honk Ltd. Protects against low humor environments. Most of the tech went to lower the power cost." extended_desc = "The Cosmohonk MODsuit was originally designed for interstellar comedy in low-humor environments. \ It utilizes tungsten electro-ceramic casing and chromium bipolars, coated in zirconium-boron paint underneath \ a dermatiraelian subspace alloy. Despite the glaringly obvious optronic vacuum drive pedals, \ this particular model does not employ manganese bipolar capacitor cleaners, thank the Honkmother. \ All you know is that this suit is mysteriously power-efficient, and far too colorful for the Mime to steal." default_skin = "cosmohonk" armor_type_1 = /obj/item/mod/armor/mod_theme_cosmohonk charge_drain = DEFAULT_CHARGE_DRAIN * 0.25 slowdown_inactive = 1.75 slowdown_active = 1.25 allowed_suit_storage = list( /obj/item/bikehorn, /obj/item/grown/bananapeel, /obj/item/reagent_containers/spray/waterflower, /obj/item/instrument, ) skins = list( "cosmohonk" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, SEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_cosmohonk armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 75, ACID = 50) /datum/mod_theme/syndicate name = "syndicate" desc = "A suit designed by Gorlex Marauders, offering armor ruled illegal in most of Spinward Stellar." extended_desc = "An advanced combat suit adorned in a sinister crimson red color scheme, produced and manufactured \ for special mercenary operations. The build is a streamlined layering consisting of shaped Plasteel, \ and composite ceramic, while the under suit is lined with a lightweight Kevlar and durathread hybrid weave \ to provide ample protection to the user where the plating doesn't, with an illegal onboard electric powered \ ablative shield module to provide resistance against conventional energy firearms. \ A small tag hangs off of it reading; 'Property of the Gorlex Marauders, with assistance from Cybersun Industries. \ All rights reserved, tampering with suit will void warranty." default_skin = "syndicate" armor_type_1 = /obj/item/mod/armor/mod_theme_syndicate max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT siemens_coefficient = 0 slowdown_inactive = 1 slowdown_active = 0.5 //This is EVA mode slowdown. In combat mode, no slowdown. ui_theme = "syndicate" inbuilt_modules = list(/obj/item/mod/module/armor_booster) allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/shield/energy, /obj/item/gun, ) skins = list( "syndicate" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), "honkerative" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_syndicate armor = list(MELEE = 15, BULLET = 20, LASER = 5, ENERGY = 5, BOMB = 35, RAD = 50, FIRE = 50, ACID = 450) //melee = 40 with booster //bullet = 50 //laser = 20 with booster //energy = //20 with booster, energy has always been an armor hole. /datum/mod_theme/elite name = "elite" desc = "An elite suit upgraded by Cybersun Industries, offering upgraded armor values." extended_desc = "An evolution of the syndicate suit, featuring a bulkier build and a matte black color scheme, \ this suit is only produced for high ranking Syndicate officers and elite strike teams. \ It comes built with a secondary layering of ceramic and Kevlar into the plating providing it with \ exceptionally better protection along with fire and acid proofing. A small tag hangs off of it reading; \ 'Property of the Gorlex Marauders, with assistance from Cybersun Industries. \ All rights reserved, tampering with suit will void life expectancy.'" default_skin = "elite" armor_type_1 = /obj/item/mod/armor/mod_theme_elite resistance_flags = FIRE_PROOF | ACID_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT siemens_coefficient = 0 slowdown_inactive = 1 slowdown_active = 0.5 //This is EVA mode slowdown. In combat mode, no slowdown. ui_theme = "syndicate" inbuilt_modules = list(/obj/item/mod/module/armor_booster) allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/shield/energy, /obj/item/gun, ) skins = list( "elite" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_elite armor = list(MELEE = 50, BULLET = 45, LASER = 35, ENERGY = 10, BOMB = 60, RAD = 150, FIRE = INFINITY, ACID = INFINITY) //melee = 50 // 75 with booster //bullet = 45 // 75 same as //laser = 35 //50 same as //energy = 15 // 25 /datum/mod_theme/prototype name = "prototype" desc = "A prototype modular suit powered by locomotives. While it is comfortable and has a big capacity, it remains very bulky and power-inefficient." extended_desc = "This is a prototype powered exoskeleton, a design not seen in hundreds of years, the first \ post-void war era modular suit to ever be safely utilized by an operator. This ancient clunker is still functional, \ though it's missing several modern-day luxuries from updated Cybersun Industries designs. \ Primarily, the suit's myoelectric suit layer is entirely non-existant, and the servos do very little to \ help distribute the weight evenly across the wearer's body, making it slow and bulky to move in. \ The internal heads-up display is rendered in nearly unreadable cyan, as the visor suggests, \ leaving the user unable to see long distances. However, the way the helmet retracts is pretty cool." default_skin = "prototype" armor_type_1 = /obj/item/mod/armor/mod_theme_prototype resistance_flags = FIRE_PROOF siemens_coefficient = 0 complexity_max = DEFAULT_MAX_COMPLEXITY + 5 charge_drain = DEFAULT_CHARGE_DRAIN * 2 slowdown_inactive = 2 slowdown_active = 0.95 ui_theme = "hackerman" inbuilt_modules = list(/obj/item/mod/module/anomaly_locked/kinesis/prebuilt/prototype) allowed_suit_storage = list( /obj/item/analyzer, /obj/item/t_scanner, /obj/item/rpd, /obj/item/rcd, ) skins = list( "prototype" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_prototype armor = list(MELEE = 20, BULLET = 5, LASER = 10, ENERGY = 10, BOMB = 50, RAD = 50, FIRE = 150, ACID = 150) /datum/mod_theme/responsory name = "responsory" desc = "A high-speed rescue suit by Nanotrasen, intended for its' emergency response teams." extended_desc = "A streamlined suit of Nanotrasen design, these sleek black suits are only worn by \ elite emergency response personnel to help save the day. While the slim and nimble design of the suit \ cuts the ceramics and ablatives in it down, dropping the protection, \ it keeps the wearer safe from the harsh void of space while sacrificing no speed whatsoever. \ While wearing it you feel an extreme deference to darkness. " default_skin = "responsory" armor_type_1 = /obj/item/mod/armor/mod_theme_responsory resistance_flags = FIRE_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT siemens_coefficient = 0 slowdown_inactive = 0.5 slowdown_active = 0 complexity_max = DEFAULT_MAX_COMPLEXITY + 5 allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/gun, ) skins = list( "responsory" = list( HELMET_FLAGS = list( UNSEALED_LAYER = COLLAR_LAYER, SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), "inquisitory" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_responsory //This has no slowdown active, and no variation between levels. I am ASSUMING this will be gamma only. armor = list(MELEE = 40, BULLET = 25, LASER = 25, ENERGY = 20, BOMB = 25, RAD = INFINITY, FIRE = 200, ACID = 200) /datum/mod_theme/apocryphal name = "apocryphal" desc = "A high-tech, only technically legal, armored suit created by a collaboration effort between Nanotrasen and Shellguard Munitions." extended_desc = "A bulky and only legal by technicality suit, this ominous black and red MODsuit is only worn by \ Nanotrasen Black Ops teams. If you can see this suit, you fucked up. A collaborative joint effort between \ Shellguard and Nanotrasen, the construction and modules gives the user robust protection against \ anything that can be thrown at it, along with acute combat awareness tools for it's wearer. \ Whether the wearer uses it or not is up to them. \ There seems to be a little inscription on the wrist that reads; \'squiddie', d'aww." default_skin = "apocryphal" armor_type_1 = /obj/item/mod/armor/mod_theme_apocryphal resistance_flags = FIRE_PROOF | ACID_PROOF ui_theme = "malfunction" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT siemens_coefficient = 0 complexity_max = DEFAULT_MAX_COMPLEXITY + 10 allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/shield/energy, /obj/item/gun, ) skins = list( "apocryphal" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, SEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_apocryphal armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) /datum/mod_theme/corporate name = "corporate" desc = "A fancy, high-tech suit for Nanotrasen's high ranking officers." extended_desc = "An even more costly version of the Magnate model, the corporate suit is a thermally insulated, \ anti-corrosion coated suit for high-ranking CentCom Officers, deploying pristine protective armor and \ advanced actuators, feeling practically weightless when turned on. Scraping the paint of this suit is \ counted as a war-crime and reason for immediate execution in over fifty Nanotrasen space stations. \ The resemblance to a Gorlex Marauder helmet is *purely* coincidental." default_skin = "corporate" armor_type_1 = /obj/item/mod/armor/mod_theme_corporate resistance_flags = FIRE_PROOF | ACID_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT siemens_coefficient = 0 slowdown_inactive = 0.5 slowdown_active = 0 allowed_suit_storage = list( /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs, /obj/item/flash, /obj/item/melee/baton, /obj/item/gun, ) skins = list( "corporate" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_corporate armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) /datum/mod_theme/debug name = "debug" desc = "Strangely nostalgic." extended_desc = "An advanced suit that has dual ion engines powerful enough to grant a humanoid flight. \ Contains an internal self-recharging high-current capacitor for short, powerful bo- \ Oh wait, this is not actually a flight suit. Fuck." default_skin = "debug" armor_type_1 = /obj/item/mod/armor/mod_theme_debug resistance_flags = FIRE_PROOF | ACID_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT complexity_max = 50 siemens_coefficient = 0 slowdown_inactive = 0.5 slowdown_active = 0 allowed_suit_storage = list( /obj/item/gun, ) skins = list( "debug" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, UNSEALED_COVER = HEADCOVERSMOUTH, SEALED_COVER = HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL, SEALED_CLOTHING = STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_debug armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) /datum/mod_theme/administrative name = "administrative" desc = "A suit made of adminium. Who comes up with these stupid mineral names?" extended_desc = "Yeah, okay, I guess you can call that an event. What I consider an event is something actually \ fun and engaging for the players- instead, most were sitting out, dead or gibbed, while the lucky few got to \ have all the fun. If this continues to be a pattern for your \"events\" (Admin Abuse) \ there will be an admin complaint. You have been warned." default_skin = "debug" armor_type_1 = /obj/item/mod/armor/mod_theme_administrative resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT complexity_max = 1000 charge_drain = DEFAULT_CHARGE_DRAIN * 0 siemens_coefficient = 0 slowdown_inactive = 0 slowdown_active = 0 allowed_suit_storage = list( /obj/item/gun, ) skins = list( "debug" = list( HELMET_FLAGS = list( UNSEALED_LAYER = null, UNSEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT, UNSEALED_INVISIBILITY = HIDEFACE, SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE, UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES, ), CHESTPLATE_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE, SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL, ), GAUNTLETS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), BOOTS_FLAGS = list( UNSEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE, CAN_OVERSLOT = TRUE, ), ), ) /obj/item/mod/armor/mod_theme_administrative //considering this should not be used, it's getting just DS armor, not infinity in everything. armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY)