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* nice * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com> * Update mod_control.dm * fixes and modsuit fix * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * think i did it right * Apply suggestions from code review Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update code/__DEFINES/mob_defines.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Update atoms.dm --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: dearmochi <1496804+dearmochi@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
1340 lines
52 KiB
Plaintext
1340 lines
52 KiB
Plaintext
/// Global proc that sets up all MOD themes as singletons in a list and returns it.
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/proc/setup_mod_themes()
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. = list()
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for(var/path in typesof(/datum/mod_theme))
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var/datum/mod_theme/new_theme = new path()
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.[path] = new_theme
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/// MODsuit theme, instanced once and then used by MODsuits to grab various statistics.
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/datum/mod_theme
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/// Theme name for the MOD.
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var/name = "BASE"
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/// Description added to the MOD.
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var/desc = "A civilian class suit by Cybersun Industries, doesn't offer much other than slightly quicker movement."
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/// Extended description on examine_more
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var/extended_desc = "A third-generation, modular civilian class suit by Cybersun Industries, \
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this suit is a staple across the galaxy for civilian applications. These suits are oxygenated, \
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spaceworthy, resistant to fire and chemical threats, and are immunized against everything between \
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a sneeze and a bioweapon. However, their combat applications are incredibly minimal due to the amount of \
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armor plating being installed by default, and their actuators only lead to slightly greater speed than industrial suits."
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/// Default skin of the MOD.
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var/default_skin = "standard"
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/// The slot this mod theme fits on
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var/slot_flags = SLOT_FLAG_BACK
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/// Armor shared across the MOD parts.
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var/obj/item/mod/armor/armor_type_1 = /obj/item/mod/armor/mod_theme
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/// the actual armor object placed in a datum as I am tired and I just want this to work
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var/obj/item/mod/armor/armor_type_2 = null
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/// Resistance flags shared across the MOD parts.
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var/resistance_flags = NONE
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/// Atom flags shared across the MOD parts.
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var/atom_flags = NONE
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/// Max heat protection shared across the MOD parts.
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var/max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
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/// Max cold protection shared across the MOD parts.
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var/min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
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/// Siemens shared across the MOD parts.
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var/siemens_coefficient = 0.5
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/// How much modules can the MOD carry without malfunctioning.
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var/complexity_max = DEFAULT_MAX_COMPLEXITY
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/// How much battery power the MOD uses by just being on
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var/charge_drain = DEFAULT_CHARGE_DRAIN
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/// Slowdown of the MOD when not active.
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var/slowdown_inactive = 1.25
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/// Slowdown of the MOD when active.
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var/slowdown_active = 0.75
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/// Theme used by the MOD TGUI.
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var/ui_theme = "ntos"
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/// List of inbuilt modules. These are different from the pre-equipped suits, you should mainly use these for unremovable modules with 0 complexity.
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var/list/inbuilt_modules = list()
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/// Allowed items in the chestplate's suit storage.
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var/list/allowed_suit_storage = list()
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/// List of skins with their appropriate clothing flags.
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var/list/skins = list(
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"standard" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = COLLAR_LAYER,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR,
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SEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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"civilian" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = null,
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE | HIDEMASK | HIDEEYES,
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UNSEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/datum/mod_theme/standard //We don't want the civilian skin to apply to all modsuits, that causes issues.
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name = "standard"
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/datum/mod_theme/New()
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. = ..()
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armor_type_2 = new armor_type_1
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/obj/item/mod/armor/mod_theme
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armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 25, FIRE = 33, ACID = 33)
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/datum/mod_theme/engineering
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name = "engineering"
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desc = "An engineer-fit suit with heat and shock resistance. Cybersun Industries's classic."
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extended_desc = "A classic by Cybersun Industries, and surely their claim to fame. This model is an \
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improvement upon the first-generation prototype models from before the Void War, boasting an array of features. \
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The modular flexibility of the base design has been combined with a blast-dampening insulated inner layer and \
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a shock-resistant outer layer, making the suit nigh-invulnerable against even the extremes of high-voltage electricity. \
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However, the capacity for modification remains the same as civilian-grade suits."
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default_skin = "engineering"
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armor_type_1 = /obj/item/mod/armor/mod_theme_engineering
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resistance_flags = FIRE_PROOF
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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siemens_coefficient = 0
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slowdown_inactive = 1.5
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slowdown_active = 0.75
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allowed_suit_storage = list(
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/obj/item/rcd,
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/obj/item/fireaxe,
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)
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skins = list(
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"engineering" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = COLLAR_LAYER,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/obj/item/mod/armor/mod_theme_engineering
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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
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/datum/mod_theme/atmospheric
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name = "atmospheric"
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desc = "An atmospheric-resistant suit by Cybersun Industries, offering extreme heat resistance compared to the engineer suit."
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extended_desc = "A modified version of the Cybersun Industries industrial model. This one has been \
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augmented with the latest in heat-resistant alloys, paired with a series of advanced heatsinks. \
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Additionally, the materials used to construct this suit have rendered it extremely hardy against \
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corrosive gasses and liquids, useful in the world of pipes. \
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However, the capacity for modification remains the same as civilian-grade suits."
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default_skin = "atmospheric"
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armor_type_1 = /obj/item/mod/armor/mod_theme_atmospheric
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resistance_flags = FIRE_PROOF
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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complexity_max = DEFAULT_MAX_COMPLEXITY - 3
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charge_drain = DEFAULT_CHARGE_DRAIN * 2
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siemens_coefficient = 0
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slowdown_inactive = 1.5
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slowdown_active = 0.75
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allowed_suit_storage = list(
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/obj/item/rcd,
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/obj/item/fireaxe/,
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/obj/item/rpd,
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/obj/item/t_scanner,
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/obj/item/analyzer
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)
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skins = list(
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"atmospheric" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = COLLAR_LAYER,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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UNSEALED_COVER = HEADCOVERSMOUTH,
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SEALED_COVER = HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/obj/item/mod/armor/mod_theme_atmospheric
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armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 15, FIRE = INFINITY, ACID = 150)
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/datum/mod_theme/advanced
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name = "advanced"
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desc = "An advanced version of Cybersun Industries's classic suit, shining with a white, acid and fire resistant polish."
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extended_desc = "The flagship version of the Cybersun Industrie industrial model, and their latest product. \
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Combining all the features of their other industrial model suits inside, with blast resistance almost approaching \
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some EOD suits, the outside has been coated with a white polish rumored to be a corporate secret. \
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The paint used is almost entirely immune to corrosives, and certainly looks damn fine. \
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These come pre-installed with magnetic boots, using an advanced system to toggle them on or off as the user walks."
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default_skin = "advanced"
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armor_type_1 = /obj/item/mod/armor/mod_theme_advanced
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resistance_flags = FIRE_PROOF
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max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
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complexity_max = DEFAULT_MAX_COMPLEXITY - 3
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charge_drain = DEFAULT_CHARGE_DRAIN * 1.5
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siemens_coefficient = 0
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slowdown_inactive = 1
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slowdown_active = 0.45
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inbuilt_modules = list(/obj/item/mod/module/magboot/advanced)
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allowed_suit_storage = list(
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/obj/item/analyzer,
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/obj/item/rcd,
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/obj/item/fireaxe,
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/obj/item/melee/classic_baton/telescopic,
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/obj/item/rpd,
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/obj/item/t_scanner,
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/obj/item/analyzer,
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/obj/item/gun
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)
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skins = list(
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"advanced" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = COLLAR_LAYER,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCK_GAS_SMOKE_EFFECT | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/obj/item/mod/armor/mod_theme_advanced
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armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 150)
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/datum/mod_theme/mining
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name = "mining"
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desc = "A Nanotrasen mining suit for on-site operations, fit with accreting ash armor and a sphere form."
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extended_desc = "A high-powered Nanotrasen-designed suit, based off the work of Cybersun Industries. \
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While initial designs were built for the rigors of asteroid mining, given blast resistance through inbuilt ceramics, \
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mining teams have since heavily tweaked the suit themselves with assistance from devices crafted by \
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destructive analysis of unknown technologies discovered on the Indecipheres mining sites, patterned off \
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their typical non-EVA exploration suits. The visor has been expanded to a system of seven arachnid-like cameras, \
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offering full view of the land and its soon-to-be-dead inhabitants. The armor plating has been trimmed down to \
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the bare essentials, geared far more for environmental hazards than combat against fauna; however, \
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this gives way to incredible protection against corrosives and thermal protection good enough for \
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traversing the hostile climate of scorching hot barren planets, molten, and volcanic worlds like Epsilon Eridanii II. \
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Instead, the suit is capable of using its' anomalous properties to attract and \
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carefully distribute layers of ash or ice across the surface; these layers are ablative, but incredibly strong. \
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However, all of this has proven to be straining on all Nanotrasen-approved cells, \
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so much so that it comes default fueled by equally-enigmatic plasma fuel rather than a simple recharge. \
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Additionally, the systems have been put to near their maximum load, allowing for far less customization than others."
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default_skin = "mining"
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armor_type_1 = /obj/item/mod/armor/mod_theme_mining
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resistance_flags = FIRE_PROOF | LAVA_PROOF
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max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
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complexity_max = DEFAULT_MAX_COMPLEXITY - 3
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charge_drain = DEFAULT_CHARGE_DRAIN * 2
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slowdown_inactive = 1.5
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slowdown_active = 0.5
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allowed_suit_storage = list(
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/obj/item/resonator,
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/obj/item/mining_scanner,
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/obj/item/t_scanner/adv_mining_scanner,
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/obj/item/pickaxe,
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/obj/item/kinetic_crusher,
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/obj/item/stack/ore/plasma,
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/obj/item/storage/bag/ore,
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/obj/item/gun/energy/kinetic_accelerator,
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)
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inbuilt_modules = list(/obj/item/mod/module/ash_accretion, /obj/item/mod/module/sphere_transform)
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skins = list(
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"mining" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = null,
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SEALED_CLOTHING = THICKMATERIAL | STOPSPRESSUREDMAGE | BLOCKHAIR,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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"asteroid" = list(
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HELMET_FLAGS = list(
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UNSEALED_LAYER = null,
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|
UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR,
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UNSEALED_INVISIBILITY = HIDEFACE,
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SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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),
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CHESTPLATE_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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SEALED_INVISIBILITY = HIDEJUMPSUIT | HIDETAIL,
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),
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GAUNTLETS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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BOOTS_FLAGS = list(
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UNSEALED_CLOTHING = THICKMATERIAL,
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SEALED_CLOTHING = STOPSPRESSUREDMAGE,
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CAN_OVERSLOT = TRUE,
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),
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),
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)
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/obj/item/mod/armor/mod_theme_mining
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armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50)
|
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|
|
/datum/mod_theme/loader
|
|
name = "loader"
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|
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. \
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|
This fully articulated titanium exoskeleton is Scarborough Arms' suit of choice for their munition delivery men, \
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|
and what it lacks in EVA protection, it makes up for in strength and flexibility. The primary feature of \
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this suit are the two manipulator arms, carefully synchronized with the user's thoughts and \
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duplicating their motions almost exactly. These are driven by myomer, an artificial analog of muscles, \
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|
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 \
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|
advanced actuators, feeling practically weightless when turned on. Scraping the paint of this suit is \
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|
counted as a war-crime and reason for immediate execution in over fifty Nanotrasen space stations. \
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|
The resemblance to a Gorlex Marauder helmet is *purely* coincidental."
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|
default_skin = "corporate"
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|
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
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|
siemens_coefficient = 0
|
|
slowdown_inactive = 0.5
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|
slowdown_active = 0
|
|
allowed_suit_storage = list(
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|
/obj/item/ammo_box,
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|
/obj/item/ammo_casing,
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|
/obj/item/restraints/handcuffs,
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|
/obj/item/flash,
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|
/obj/item/melee/baton,
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|
/obj/item/gun,
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|
)
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|
skins = list(
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|
"corporate" = list(
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|
HELMET_FLAGS = list(
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|
UNSEALED_LAYER = null,
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|
UNSEALED_CLOTHING = THICKMATERIAL,
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|
SEALED_CLOTHING = STOPSPRESSUREDMAGE | BLOCKHAIR,
|
|
UNSEALED_INVISIBILITY = HIDEFACE,
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|
SEALED_INVISIBILITY = HIDEMASK | HIDEEYES | HIDEFACE,
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|
SEALED_COVER = HEADCOVERSMOUTH | HEADCOVERSEYES,
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|
),
|
|
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)
|