holy shit what was i thinking god FUCK durathread
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@@ -10,35 +10,38 @@
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/obj/item/armorkit/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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// yeah have fun making subtypes and modifying the afterattack if you want to make variants
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// idiot
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// - hatter
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var/used = FALSE
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if(isobj(target) && istype(target, /obj/item/clothing/under))
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var/obj/item/clothing/under/C = target
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if(C.armor.melee < 10)
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C.armor.melee = 10
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if(C.damaged_clothes)
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to_chat(user,"<span class='warning'>You should repair the damage done to [C] first.</span>")
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return
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if(C.armor.getRating("melee") < 10)
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C.armor = C.armor.setRating("melee" = 10)
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used = TRUE
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if(C.armor.laser < 10)
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C.armor.laser = 10
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if(C.armor.getRating("laser") < 10)
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C.armor = C.armor.setRating("laser" = 10)
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used = TRUE
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if(C.armor.fire < 40)
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C.armor.fire = 40
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if(C.armor.getRating("fire") < 40)
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C.armor = C.armor.setRating("fire" = 40)
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used = TRUE
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if(C.armor.acid < 10)
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C.armor.acid = 10
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if(C.armor.getRating("acid") < 10)
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C.armor = C.armor.setRating("acid" = 10)
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used = TRUE
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if(C.armor.bomb < 5)
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C.armor.bomb = 5
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if(C.armor.getRating("bomb") < 5)
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C.armor = C.armor.setRating("bomb" = 5)
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used = TRUE
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if(used)
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user.visible_message("<span class = 'notice'>[user] uses [src] on [C], reinforcing it and tossing the empty case away afterwards.</span>", \
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"<span class = 'notice'>You reinforce [C] with [src], making it a little more protective! You toss the empty casing away afterwards.</span>")
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C.name = "durathread [C.name]" // this disappears if it gets repaired, which is annoying
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user.visible_message("<span class = 'notice'>[user] reinforces [C] with [src].</span>", \
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"<span class = 'notice'>You reinforce [C] with [src], making it as protective as a durathread jumpsuit.</span>")
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C.name = "durathread [C.name]"
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C.upgrade_prefix = "durathread" // god i hope this works
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qdel(src)
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return
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else
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to_chat(user, "<span class = 'notice'>You stare at [src] and [C], coming to the conclusion that you probably don't need to reinforce it any further.")
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to_chat(user, "<span class = 'notice'>You don't need to reinforce [C] any further.")
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return
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else
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return
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@@ -31,6 +31,9 @@
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// What items can be consumed to repair this clothing (must by an /obj/item/stack)
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var/repairable_by = /obj/item/stack/sheet/cloth
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// has this item been upgraded by an upgrade kit (see: durathread armor kits)
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var/upgrade_prefix
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//Var modification - PLEASE be careful with this I know who you are and where you live
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var/list/user_vars_to_edit //VARNAME = VARVALUE eg: "name" = "butts"
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var/list/user_vars_remembered //Auto built by the above + dropped() + equipped()
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@@ -120,6 +123,8 @@
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update_clothes_damaged_state(CLOTHING_PRISTINE)
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obj_integrity = max_integrity
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name = initial(name) // remove "tattered" or "shredded" if there's a prefix
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if(upgrade_prefix)
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name = upgrade_prefix + " " + initial(name)
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body_parts_covered = initial(body_parts_covered)
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slot_flags = initial(slot_flags)
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damage_by_parts = null
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@@ -32,6 +32,9 @@
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/obj/item/clothing/under/attackby(obj/item/I, mob/user, params)
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if((has_sensor == BROKEN_SENSORS) && istype(I, /obj/item/stack/cable_coil))
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if(damaged_clothes)
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to_chat(user,"<span class='warning'>You should repair the damage done to [src] first.</span>")
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return 0
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var/obj/item/stack/cable_coil/C = I
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I.use_tool(src, user, 0, 1)
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has_sensor = HAS_SENSORS
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