Files
Paradise/code/modules/clothing/suits/armor.dm
Mark van Alphen b65fbb907e Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into turfs
# Conflicts:
#	icons/obj/vending.dmi
#	paradise.dme
2019-05-30 19:35:52 +02:00

540 lines
21 KiB
Plaintext

/obj/item/clothing/suit/armor
allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic,/obj/item/kitchen/knife/combat)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
put_on_delay = 40
burn_state = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/armor/vest
name = "armor"
desc = "An armored vest that protects against some damage."
icon_state = "armor"
item_state = "armor"
blood_overlay_type = "armor"
flags_size = ONESIZEFITSALL
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/jacket
name = "military jacket"
desc = "An old military jacket, it has armoring."
icon_state = "militaryjacket"
item_state = "militaryjacket"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/suit/armor/vest/combat
name = "combat vest"
desc = "An armored vest that protects against some damage."
icon_state = "armor-combat"
item_state = "bulletproof"
blood_overlay_type = "armor"
flags_size = ONESIZEFITSALL
/obj/item/clothing/suit/armor/vest/security
name = "security armor"
desc = "An armored vest that protects against some damage. This one has a clip for a holobadge."
icon_state = "armor"
item_state = "armor"
var/obj/item/clothing/accessory/holobadge/attached_badge
/obj/item/clothing/suit/armor/vest/security/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/clothing/accessory/holobadge))
if(user.unEquip(W))
add_fingerprint(user)
W.forceMove(src)
attached_badge = W
var/datum/action/A = new /datum/action/item_action/remove_badge(src)
A.Grant(user)
icon_state = "armorsec"
user.update_inv_wear_suit()
desc = "An armored vest that protects against some damage. This one has [attached_badge] attached to it."
to_chat(user, "<span class='notice'>You attach [attached_badge] to [src].</span>")
return
..()
/obj/item/clothing/suit/armor/vest/security/attack_self(mob/user as mob)
if(attached_badge)
add_fingerprint(user)
user.put_in_hands(attached_badge)
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
icon_state = "armor"
user.update_inv_wear_suit()
desc = "An armored vest that protects against some damage. This one has a clip for a holobadge."
to_chat(user, "<span class='notice'>You remove [attached_badge] from [src].</span>")
attached_badge = null
return
..()
/obj/item/clothing/suit/armor/vest/blueshield
name = "blueshield security armor"
desc = "An armored vest with the badge of a Blueshield Lieutenant."
icon_state = "blueshield"
item_state = "blueshield"
/obj/item/clothing/suit/armor/vest/bloody
name = "bloodied security armor"
desc = "A vest drenched in the blood of Greytide. It has seen better days."
icon_state = "bloody_armor"
item_state = "bloody_armor"
sprite_sheets = null
/obj/item/clothing/suit/armor/secjacket
name = "security jacket"
desc = "A sturdy black jacket with reinforced fabric. Bears insignia of NT corporate security."
icon_state = "secjacket_open"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
armor = list(melee = 15, bullet = 10, laser = 15, energy = 5, bomb = 15, bio = 0, rad = 0)
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/openclose)
adjust_flavour = "unzip"
/obj/item/clothing/suit/armor/hos
name = "armored coat"
desc = "A trench coat enhanced with a special alloy for some protection and style."
icon_state = "hos"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
strip_delay = 80
/obj/item/clothing/suit/armor/hos/alt
name = "armored trenchoat"
desc = "A trenchcoat enhanced with a special lightweight kevlar. The epitome of tactical plainclothes."
icon_state = "hostrench_open"
item_state = "hostrench_open"
flags_inv = 0
ignore_suitadjust = 0
suit_adjusted = 1
actions_types = list(/datum/action/item_action/openclose)
adjust_flavour = "unbutton"
/obj/item/clothing/suit/armor/hos/jensen
name = "armored trenchcoat"
desc = "A trenchcoat augmented with a special alloy for some protection and style."
icon_state = "jensencoat"
item_state = "jensencoat"
flags_inv = 0
sprite_sheets = null
/obj/item/clothing/suit/armor/vest/warden
name = "Warden's armored jacket"
desc = "An armored jacket with silver rank pips and livery."
icon_state = "warden_jacket"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
cold_protection = UPPER_TORSO|LOWER_TORSO|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|HANDS
strip_delay = 70
burn_state = FLAMMABLE
/obj/item/clothing/suit/armor/vest/warden/alt
name = "warden's jacket"
desc = "A navy-blue armored jacket with blue shoulder designations and '/Warden/' stitched into one of the chest pockets."
icon_state = "warden_jacket_alt"
/obj/item/clothing/suit/armor/vest/capcarapace
name = "captain's carapace"
desc = "An armored vest reinforced with ceramic plates and pauldrons to provide additional protection whilst still offering maximum mobility and flexibility. Issued only to the station's finest, although it does chafe your nipples."
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/vest/capcarapace/alt
name = "captain's parade jacket"
desc = "For when an armored vest isn't fashionable enough."
icon_state = "capformal"
item_state = "capspacesuit"
/obj/item/clothing/suit/armor/riot
name = "Riot Suit"
desc = "A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 60
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/riot/knight
name = "plate armour"
desc = "A classic suit of plate armour, highly effective at stopping melee attacks."
icon_state = "knight_green"
item_state = "knight_green"
slowdown = 1
/obj/item/clothing/suit/armor/riot/knight/yellow
icon_state = "knight_yellow"
item_state = "knight_yellow"
/obj/item/clothing/suit/armor/riot/knight/blue
icon_state = "knight_blue"
item_state = "knight_blue"
/obj/item/clothing/suit/armor/riot/knight/red
icon_state = "knight_red"
item_state = "knight_red"
/obj/item/clothing/suit/armor/riot/knight/templar
name = "crusader armour"
desc = "God wills it!"
icon_state = "knight_templar"
item_state = "knight_templar"
allowed = list(/obj/item/nullrod/claymore)
armor = list(melee = 25, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/bulletproof
name = "Bulletproof Vest"
desc = "A bulletproof vest that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 15, bullet = 80, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0)
strip_delay = 70
put_on_delay = 50
/obj/item/clothing/suit/armor/laserproof
name = "Ablative Armor Vest"
desc = "A vest that excels in protecting the wearer against energy projectiles."
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0)
var/hit_reflect_chance = 40
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
return 0
if(prob(hit_reflect_chance))
return 1
/obj/item/clothing/suit/armor/vest/det_suit
name = "armor"
desc = "An armored vest with a detective's badge on it."
icon_state = "detective-armor"
item_state = "armor"
blood_overlay_type = "armor"
flags_size = ONESIZEFITSALL
allowed = list(/obj/item/tank/emergency_oxygen,/obj/item/reagent_containers/spray/pepper,/obj/item/flashlight,/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/storage/fancy/cigarettes,/obj/item/lighter,/obj/item/detective_scanner,/obj/item/taperecorder)
burn_state = FLAMMABLE
//Reactive armor
/obj/item/clothing/suit/armor/reactive
name = "reactive armor"
desc = "Doesn't seem to do much for some reason."
var/active = 0
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
actions_types = list(/datum/action/item_action/toggle)
unacidable = 1
hit_reaction_chance = 50
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
active = !(active)
if(active)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
icon_state = "reactive"
item_state = "reactive"
else
to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
icon_state = "reactiveoff"
item_state = "reactiveoff"
add_fingerprint(user)
user.update_inv_wear_suit()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
active = 0
icon_state = "reactiveoff"
item_state = "reactiveoff"
if(istype(loc, /mob/living/carbon/human))
var/mob/living/carbon/human/C = loc
C.update_inv_wear_suit()
..()
//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
/obj/item/clothing/suit/armor/reactive/teleport
name = "reactive teleport armor"
desc = "Someone seperated our Research Director from his own head!"
var/tele_range = 6
/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/carbon/human/H = owner
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text]!</span>")
var/list/turfs = new/list()
for(var/turf/T in orange(tele_range, H))
if(istype(T, /turf/space))
continue
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
if(H.buckled)
H.buckled.unbuckle_mob()
H.forceMove(picked)
return 1
return 0
/obj/item/clothing/suit/armor/reactive/fire
name = "reactive incendiary armor"
/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, attack_text)
if(!active)
return 0
if(prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
for(var/mob/living/carbon/C in range(6, owner))
if(C != owner)
C.fire_stacks += 8
C.IgniteMob()
owner.fire_stacks = -20
return 1
return 0
/obj/item/clothing/suit/armor/reactive/stealth
name = "reactive stealth armor"
/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, attack_text)
if(!active)
return 0
if(prob(hit_reaction_chance))
var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
E.Copy_Parent(owner, 50)
E.GiveTarget(owner) //so it starts running right away
E.Goto(owner, E.move_to_delay, E.minimum_distance)
owner.alpha = 0
owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
spawn(40)
owner.alpha = initial(owner.alpha)
return 1
/obj/item/clothing/suit/armor/reactive/tesla
name = "reactive tesla armor"
/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, attack_text)
if(!active)
return 0
if(prob(hit_reaction_chance))
owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out arcs of lightning!</span>")
for(var/mob/living/M in view(6, owner))
if(M == owner)
continue
owner.Beam(M,icon_state="lightning[rand(1, 12)]",icon='icons/effects/effects.dmi',time=5)
M.adjustFireLoss(25)
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
return 1
//All of the armor below is mostly unused
/obj/item/clothing/suit/armor/centcomm
name = "Cent. Com. armor"
desc = "A suit that protects against some damage."
icon_state = "centcom"
item_state = "centcom"
w_class = WEIGHT_CLASS_BULKY
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/gun/energy,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank/emergency_oxygen)
flags = THICKMATERIAL
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
sprite_sheets = null
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
item_state = "swat_suit"
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
flags = THICKMATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/tdome
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = THICKMATERIAL
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/tdome/red
name = "Red Thunderdome Armor"
desc = "Armor worn by the red Thunderdome team."
icon_state = "tdred"
item_state = "tdred"
/obj/item/clothing/suit/armor/tdome/green
name = "Green Thunderdome Armor"
desc = "Armor worn by the green Thunderdome team."
icon_state = "tdgreen"
item_state = "tdgreen"
//Non-hardsuit ERT armor.
/obj/item/clothing/suit/armor/vest/ert
name = "emergency response team armor"
desc = "A set of armor worn by members of the Nanotrasen Emergency Response Team."
icon_state = "ertarmor_cmd"
item_state = "armor"
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 20, bio = 0, rad = 0)
//Commander
/obj/item/clothing/suit/armor/vest/ert/command
name = "emergency response team commander armor"
desc = "A set of armor worn by the commander of a Nanotrasen Emergency Response Team. Has blue highlights."
//Security
/obj/item/clothing/suit/armor/vest/ert/security
name = "emergency response team security armor"
desc = "A set of armor worn by security members of the Nanotrasen Emergency Response Team. Has red highlights."
icon_state = "ertarmor_sec"
/obj/item/clothing/suit/armor/vest/ert/security/paranormal
name = "emergency response team paranormal armor"
desc = "A set of armor worn by paranormal members of the Nanotrasen Emergency Response Team. Has crusader sigils."
icon_state = "knight_templar"
item_state = "knight_templar"
//Engineer
/obj/item/clothing/suit/armor/vest/ert/engineer
name = "emergency response team engineer armor"
desc = "A set of armor worn by engineering members of the Nanotrasen Emergency Response Team. Has orange highlights."
icon_state = "ertarmor_eng"
//Medical
/obj/item/clothing/suit/armor/vest/ert/medical
name = "emergency response team medical armor"
desc = "A set of armor worn by medical members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "ertarmor_med"
//Janitorial
/obj/item/clothing/suit/armor/vest/ert/janitor
name = "emergency response team janitor armor"
desc = "A set of armor worn by janitorial members of the Nanotrasen Emergency Response Team. Has red and white highlights."
icon_state = "ertarmor_jan"
//same defense as basic sec armor
/obj/item/clothing/suit/storage/lawyer/blackjacket/armored
desc = "A snappy dress jacket, reinforced with a layer of armor protecting the torso."
allowed = list(/obj/item/tank/emergency_oxygen, /obj/item/gun/projectile/revolver, /obj/item/gun/projectile/automatic/pistol)
body_parts_covered = UPPER_TORSO|LOWER_TORSO
cold_protection = UPPER_TORSO|LOWER_TORSO
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0)
//LAVALAND!
/obj/item/clothing/suit/hooded/drake
name = "drake armour"
icon_state = "dragon"
item_state = "dragon"
desc = "A suit of armour fashioned from the remains of an ash drake."
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/twohanded/spear)
armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
hoodtype = /obj/item/clothing/head/hooded/drake
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
/obj/item/clothing/head/hooded/drake
name = "drake helmet"
icon_state = "dragon"
item_state = "dragon"
desc = "The skull of a dragon."
armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/suit/hooded/goliath
name = "goliath cloak"
icon_state = "goliath_cloak"
item_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/twohanded/spear)
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/goliath
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/head/hooded/goliath
name = "goliath cloak hood"
icon_state = "golhood"
item_state = "golhood"
desc = "A protective & concealing hood."
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
/obj/item/clothing/suit/armor/bone
name = "bone armor"
desc = "A tribal armor plate, crafted from animal bone."
icon_state = "bonearmor"
item_state = "bonearmor"
blood_overlay_type = "armor"
armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
/obj/item/clothing/head/skullhelmet
name = "skull helmet"
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 5, "rad" = 20, "fire" = 40, "acid" = 20)
icon_state = "skull"
item_state = "skull"