Reticulated Vest (#33464)

This commit is contained in:
Kurfursten
2022-10-28 17:49:22 -05:00
committed by GitHub
parent 7e712f5f80
commit 567e890e97
6 changed files with 40 additions and 2 deletions

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@@ -336,6 +336,12 @@
cost = 500
result = /obj/item/clothing/suit/mino
/datum/biogen_recipe/misc/rvest
name = "Reticulated Vest"
id = "rvest"
cost = 500
result = /obj/item/clothing/suit/reticulatedvest
/datum/biogen_recipe/flooring
category="Flooring"

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@@ -1108,3 +1108,18 @@ var/list/tag_suits_list = list()
body_parts_covered = FULL_TORSO
icon_state = "syndiefootball"
flags = FPRINT
/obj/item/clothing/suit/reticulatedvest
name = "reticulated vest"
desc = "A vest that makes use of reticulation to increase surface area and help disperse emitter particles. It was later discovered this also makes it effective against blobs organisms."
icon_state = "reticulated2"
item_state = "labgreen"
blood_overlay_type = "armor"
allowed = list(/obj/item/weapon/tank,
/obj/item/weapon/gun/energy/laser/liberator)
starting_materials = list(MAT_WOOD = 1*CC_PER_SHEET_MISC)
w_type = RECYK_WOOD
var/hits = 2
/obj/item/clothing/suit/reticulatedvest/update_icon()
icon_state = "reticulated[hits]"

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@@ -563,6 +563,16 @@ emp_act
/mob/living/carbon/human/blob_act()
if(flags & INVULNERABLE)
return
var/obj/item/clothing/suit/reticulatedvest/RV = wear_suit
if(istype(RV) && RV.hits>0) //will fail if not wearing a suit or wearing one not of this type
RV.hits--
if(RV.hits)
to_chat(src, "<big><span class='good'>Your reticulated vest groans as it resists the blob!</span></big>")
else
to_chat(src, "<big><span class='danger'>Your reticulated vest rips apart as it resists the blob one last time!</span></big>")
RV.update_icon()
update_inv_wear_suit()
return
if(cloneloss < 120)
playsound(loc, 'sound/effects/blobattack.ogg',50,1)
if(isDead(src))
@@ -581,3 +591,6 @@ emp_act
return WATER
else
return PACID
/mob/living/carbon/human/beam_defense(var/obj/effect/beam/B)
return is_wearing_item(/obj/item/clothing/suit/reticulatedvest) ? 0.4 : 1

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@@ -140,7 +140,7 @@
var/lastcheck=last_beamchecks["\ref[B]"]
// Figure out how much damage to deal.
// Formula: (deciseconds_since_connect/10 deciseconds)*B.get_damage()
var/damage = ((world.time - lastcheck)/10) * B.get_damage()
var/damage = ((world.time - lastcheck)/10) * B.get_damage() * beam_defense(B)
// Actually apply damage
apply_damage(damage, B.damage_type, B.def_zone)
@@ -148,6 +148,10 @@
// Update check time.
last_beamchecks["\ref[B]"]=world.time
//Return multiplier for damage
/mob/living/proc/beam_defense(var/obj/effect/beam/B)
return 1
/mob/living/verb/succumb()
set hidden = 1
succumb_proc(0)

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