initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,399 @@
|
||||
/obj/item/clothing/suit/armor
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic,/obj/item/weapon/kitchen/knife/combat,/obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
body_parts_covered = CHEST
|
||||
cold_protection = CHEST|GROIN
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
put_on_delay = 40
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/armor/vest
|
||||
name = "armor"
|
||||
desc = "A slim armored vest that protects against most types of damage."
|
||||
icon_state = "armoralt"
|
||||
item_state = "armoralt"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
dog_fashion = /datum/dog_fashion/back
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/alt
|
||||
desc = "An armored vest that protects against most types of damage."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
|
||||
|
||||
/obj/item/clothing/suit/armor/hos
|
||||
name = "armored greatcoat"
|
||||
desc = "A greatcoat enchanced with a special alloy for some protection and style for those with a commanding presence."
|
||||
icon_state = "hos"
|
||||
item_state = "greatcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/hos/trenchcoat
|
||||
name = "armored trenchoat"
|
||||
desc = "A trenchcoat enchanced with a special lightweight kevlar. The epitome of tactical plainclothes."
|
||||
icon_state = "hostrench"
|
||||
item_state = "hostrench"
|
||||
flags_inv = 0
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden
|
||||
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_alt"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|ARMS|HANDS
|
||||
strip_delay = 70
|
||||
burn_state = FLAMMABLE
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/warden/alt
|
||||
name = "warden's armored jacket"
|
||||
desc = "A red jacket with silver rank pips and body armor strapped on top."
|
||||
icon_state = "warden_jacket"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/leather
|
||||
name = "security overcoat"
|
||||
desc = "Lightly armored leather overcoat meant as casual wear for high-ranking officers. Bears the crest of Nanotrasen Security."
|
||||
icon_state = "leathercoat-sec"
|
||||
item_state = "hostrench"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
dog_fashion = null
|
||||
|
||||
/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 = CHEST|GROIN
|
||||
armor = list(melee = 50, bullet = 40, laser = 50, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/capcarapace/alt
|
||||
name = "captain's parade jacket"
|
||||
desc = "For when an armoured 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."
|
||||
icon_state = "riot"
|
||||
item_state = "swat_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|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
|
||||
|
||||
/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)
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
name = "bulletproof armor"
|
||||
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 = "reflector vest"
|
||||
desc = "A vest that excels in protecting the wearer against energy projectiles, as well as occasionally reflecting them."
|
||||
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(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"
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
burn_state = FLAMMABLE
|
||||
dog_fashion = null
|
||||
|
||||
|
||||
//Reactive armor
|
||||
/obj/item/clothing/suit/armor/reactive
|
||||
name = "reactive armor"
|
||||
desc = "Doesn't seem to do much for some reason."
|
||||
var/active = 0
|
||||
var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor
|
||||
var/reactivearmor_cooldown = 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)
|
||||
src.active = !( src.active )
|
||||
if (src.active)
|
||||
user << "<span class='notice'>[src] is now active.</span>"
|
||||
src.icon_state = "reactive"
|
||||
src.item_state = "reactive"
|
||||
else
|
||||
user << "<span class='notice'>[src] is now inactive.</span>"
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
src.add_fingerprint(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
|
||||
active = 0
|
||||
src.icon_state = "reactiveoff"
|
||||
src.item_state = "reactiveoff"
|
||||
reactivearmor_cooldown = world.time + 200
|
||||
..()
|
||||
|
||||
//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
|
||||
var/rad_amount= 15
|
||||
reactivearmor_cooldown_duration = 100
|
||||
|
||||
/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
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
|
||||
return
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in orange(tele_range, H))
|
||||
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
|
||||
H.forceMove(picked)
|
||||
H.rad_act(rad_amount)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/fire
|
||||
name = "reactive incendiary armor"
|
||||
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
|
||||
|
||||
/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))
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</spawn>")
|
||||
return
|
||||
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
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/stealth
|
||||
name = "reactive stealth armor"
|
||||
desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
|
||||
|
||||
/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))
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</spawn>")
|
||||
return
|
||||
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)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/tesla
|
||||
name = "reactive tesla armor"
|
||||
desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
|
||||
|
||||
/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))
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive telsa armor are still recharging! The armor merely emits some sparks.</spawn>")
|
||||
return
|
||||
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)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table
|
||||
name = "reactive table armor"
|
||||
desc = "If you can't beat the memes, embrace them."
|
||||
var/tele_range = 10
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, attack_text)
|
||||
if(!active)
|
||||
return 0
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
owner.visible_message("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
|
||||
return
|
||||
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!</span>")
|
||||
owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
|
||||
owner.Weaken(2)
|
||||
var/list/turfs = new/list()
|
||||
for(var/turf/T in orange(tele_range, H))
|
||||
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
|
||||
H.forceMove(picked)
|
||||
new /obj/structure/table(get_turf(owner))
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table/emp_act()
|
||||
return
|
||||
|
||||
//All of the armor below is mostly unused
|
||||
|
||||
/obj/item/clothing/suit/armor/centcom
|
||||
name = "\improper Centcom armor"
|
||||
desc = "A suit that protects against some damage."
|
||||
icon_state = "centcom"
|
||||
item_state = "centcom"
|
||||
w_class = 4//bulky item
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
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"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = THICKMATERIAL
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100)
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "thunderdome suit"
|
||||
desc = "Reddish armor."
|
||||
icon_state = "tdred"
|
||||
item_state = "tdred"
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/green
|
||||
name = "thunderdome suit"
|
||||
desc = "Pukish armor." //classy.
|
||||
icon_state = "tdgreen"
|
||||
item_state = "tdgreen"
|
||||
|
||||
|
||||
/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"
|
||||
|
||||
/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"
|
||||
|
||||
|
||||
@@ -0,0 +1,90 @@
|
||||
//Biosuit complete with shoes (in the item sprite)
|
||||
/obj/item/clothing/head/bio_hood
|
||||
name = "bio hood"
|
||||
icon_state = "bio"
|
||||
desc = "A hood that protects the head and face from biological comtaminants."
|
||||
permeability_coefficient = 0.01
|
||||
flags = THICKMATERIAL
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE
|
||||
unacidable = 1
|
||||
burn_state = FIRE_PROOF
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
|
||||
/obj/item/clothing/suit/bio_suit
|
||||
name = "bio suit"
|
||||
desc = "A suit that protects against biological contamination."
|
||||
icon_state = "bio"
|
||||
item_state = "bio_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/pen,/obj/item/device/flashlight/pen, /obj/item/weapon/reagent_containers/dropper, /obj/item/weapon/reagent_containers/syringe, /obj/item/weapon/reagent_containers/hypospray)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 20)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
strip_delay = 70
|
||||
put_on_delay = 70
|
||||
unacidable = 1
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
//Standard biosuit, orange stripe
|
||||
/obj/item/clothing/head/bio_hood/general
|
||||
icon_state = "bio_general"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/general
|
||||
icon_state = "bio_general"
|
||||
|
||||
|
||||
//Virology biosuit, green stripe
|
||||
/obj/item/clothing/head/bio_hood/virology
|
||||
icon_state = "bio_virology"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/virology
|
||||
icon_state = "bio_virology"
|
||||
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
|
||||
icon_state = "bio_security"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/security
|
||||
armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 100, rad = 20)
|
||||
icon_state = "bio_security"
|
||||
|
||||
|
||||
//Janitor's biosuit, grey with purple arms
|
||||
/obj/item/clothing/head/bio_hood/janitor
|
||||
icon_state = "bio_janitor"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/janitor
|
||||
icon_state = "bio_janitor"
|
||||
|
||||
|
||||
//Scientist's biosuit, white with a pink-ish hue
|
||||
/obj/item/clothing/head/bio_hood/scientist
|
||||
icon_state = "bio_scientist"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/scientist
|
||||
icon_state = "bio_scientist"
|
||||
|
||||
|
||||
//CMO's biosuit, blue stripe
|
||||
/obj/item/clothing/suit/bio_suit/cmo
|
||||
icon_state = "bio_cmo"
|
||||
|
||||
/obj/item/clothing/head/bio_hood/cmo
|
||||
icon_state = "bio_cmo"
|
||||
|
||||
|
||||
//Plague Dr mask can be found in clothing/masks/gasmask.dm
|
||||
/obj/item/clothing/suit/bio_suit/plaguedoctorsuit
|
||||
name = "plague doctor suit"
|
||||
desc = "It protected doctors from the Black Death, back then. You bet your arse it's gonna help you against viruses."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "bio_suit"
|
||||
strip_delay = 40
|
||||
put_on_delay = 20
|
||||
@@ -0,0 +1,135 @@
|
||||
//Cloaks. No, not THAT kind of cloak.
|
||||
|
||||
/obj/item/clothing/suit/cloak
|
||||
name = "brown cloak"
|
||||
desc = "It's a cape that can be worn on your back."
|
||||
icon = 'icons/obj/clothing/cloaks.dmi'
|
||||
icon_state = "qmcloak"
|
||||
item_state = "qmcloak"
|
||||
w_class = 2
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/head/cloakhood
|
||||
name = "cloak hood"
|
||||
icon = 'icons/obj/clothing/hats.dmi'
|
||||
icon_state = "golhood"
|
||||
desc = "A hood for a cloak"
|
||||
body_parts_covered = HEAD
|
||||
flags = NODROP
|
||||
flags_inv = HIDEHAIR|HIDEEARS
|
||||
|
||||
/obj/item/clothing/cloak/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is strangling themself with [src]! It looks like they're trying to commit suicide.</span>")
|
||||
return(OXYLOSS)
|
||||
|
||||
/obj/item/clothing/suit/cloak/hos
|
||||
name = "head of security's cloak"
|
||||
desc = "Worn by Securistan, ruling the station with an iron fist. It's slightly armored."
|
||||
icon_state = "hoscloak"
|
||||
allowed = list(/obj/item/weapon/gun/energy/gun/hos)
|
||||
armor = list(melee = 30, bullet = 30, laser = 10, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/cloak/qm
|
||||
name = "quartermaster's cloak"
|
||||
desc = "Worn by Cargonia, supplying the station with the necessary tools for survival."
|
||||
|
||||
/obj/item/clothing/suit/cloak/cmo
|
||||
name = "chief medical officer's cloak"
|
||||
desc = "Worn by Meditopia, the valiant men and women keeping pestilence at bay. It's slightly shielded from contaminants."
|
||||
icon_state = "cmocloak"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/hypospray/CMO)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 25, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/cloak/ce
|
||||
name = "chief engineer's cloak"
|
||||
desc = "Worn by Engitopia, wielders of an unlimited power. It's slightly shielded against radiation."
|
||||
icon_state = "cecloak"
|
||||
allowed = list(/obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 10)
|
||||
|
||||
/obj/item/clothing/suit/cloak/rd
|
||||
name = "research director's cloak."
|
||||
desc = "Worn by Sciencia, thaumaturges and researchers of the universe. It's slightly shielded from contaminants."
|
||||
icon_state = "rdcloak"
|
||||
allowed = list(/obj/item/weapon/hand_tele, /obj/item/weapon/storage/part_replacer)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/cloak/cap
|
||||
name = "captain's cloak"
|
||||
desc = "Worn by the commander of Space Station 13."
|
||||
icon_state = "capcloak"
|
||||
allowed = list(/obj/item/weapon/gun/energy/laser/captain)
|
||||
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 10, rad = 10)
|
||||
|
||||
/obj/item/clothing/suit/hooded/cloak/drake
|
||||
name = "drake armour"
|
||||
icon_state = "dragon"
|
||||
desc = "A suit of armour fashioned from the remains of an ash drake. "
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals, /obj/item/weapon/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/weapon/gun/energy/kinetic_accelerator, /obj/item/weapon/pickaxe, /obj/item/weapon/twohanded/spear)
|
||||
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50)
|
||||
hooded = 1
|
||||
hoodtype = /obj/item/clothing/head/cloakhood/drake
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
|
||||
/obj/item/clothing/head/cloakhood/drake
|
||||
name = "drake helm"
|
||||
icon_state = "dragon"
|
||||
desc = "The skull of a dragon."
|
||||
armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT
|
||||
unacidable = 1
|
||||
|
||||
/* //wip
|
||||
/obj/item/clothing/cloak/wizard //Not actually obtainable until proper balancing can be done
|
||||
name = "cloak of invisibility"
|
||||
desc = "A tattered old thing that apparently gifts the wearer with near-invisibility."
|
||||
armor = list(melee = 10, bullet = 10, laser = 10, energy = 10, bomb = 10, bio = 10, rad = 10)
|
||||
action_button_name = "Flaunt Cloak"
|
||||
var/invisible = 0
|
||||
|
||||
/obj/item/clothing/cloak/wizard/ui_action_click()
|
||||
toggleInvisibility(usr)
|
||||
return
|
||||
|
||||
/obj/item/clothing/cloak/wizard/proc/toggleInvisibility(mob/user)
|
||||
if(user.slot_back != src)
|
||||
user << "<span class='warning'>You need to be wearing the cloak first!</span>"
|
||||
return
|
||||
user.visible_message("<span class='notice'>[user] flaunts [src]!</span>")
|
||||
if(!invisible)
|
||||
makeInvisible(user)
|
||||
return
|
||||
if(invisible)
|
||||
breakInvisible(user)
|
||||
return
|
||||
|
||||
/obj/item/clothing/cloak/wizard/proc/makeInvisible(mob/user)
|
||||
if(!invisible)
|
||||
user.visible_message("<span class='warning'>[user] suddenly fades away!</span>", \
|
||||
"<span class='notice'>You have become nearly invisible. This will require slow movement and will break upon taking damage.</span>")
|
||||
flags |= NODROP //Cannot unequip while invisible
|
||||
user.alpha = 10
|
||||
slowdown = 2
|
||||
invisible = 1
|
||||
|
||||
/obj/item/clothing/cloak/wizard/proc/breakInvisible(mob/user)
|
||||
if(invisible)
|
||||
user.visible_message("<span class='warning'>[user] suddenly appears from thin air!</span>", \
|
||||
"<span class='warning'>The enchantment has broken! You are visible again.</span>")
|
||||
flags -= NODROP
|
||||
user.alpha = 255
|
||||
slowdown = 0
|
||||
invisible = 0
|
||||
|
||||
/obj/item/clothing/cloak/wizard/IsShield()
|
||||
breakInvisible(src.loc)
|
||||
return 0
|
||||
|
||||
/obj/item/clothing/cloak/wizard/IsReflect()
|
||||
breakInvisible(src.loc)
|
||||
return 0
|
||||
*/
|
||||
@@ -0,0 +1,164 @@
|
||||
/*
|
||||
* Job related
|
||||
*/
|
||||
|
||||
//Botanist
|
||||
/obj/item/clothing/suit/apron
|
||||
name = "apron"
|
||||
desc = "A basic blue apron."
|
||||
icon_state = "apron"
|
||||
item_state = "apron"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle, /obj/item/weapon/reagent_containers/glass/beaker, /obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants)
|
||||
|
||||
//Captain
|
||||
/obj/item/clothing/suit/captunic
|
||||
name = "captain's parade tunic"
|
||||
desc = "Worn by a Captain to show their class."
|
||||
icon_state = "captunic"
|
||||
item_state = "bio_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/weapon/disk, /obj/item/weapon/stamp, /obj/item/weapon/reagent_containers/food/drinks/flask, /obj/item/weapon/melee, /obj/item/weapon/storage/lockbox/medal, /obj/item/device/assembly/flash/handheld, /obj/item/weapon/storage/box/matches, /obj/item/weapon/lighter, /obj/item/clothing/mask/cigarette, /obj/item/weapon/storage/fancy/cigarettes, /obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/hooded/chaplain_hoodie
|
||||
name = "chaplain hoodie"
|
||||
desc = "This suit says to you 'hush'!"
|
||||
icon_state = "chaplain_hoodie"
|
||||
item_state = "chaplain_hoodie"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
hooded = 1
|
||||
hoodtype = /obj/item/clothing/head/chaplain_hood
|
||||
|
||||
/obj/item/clothing/head/chaplain_hood
|
||||
name = "chaplain hood"
|
||||
desc = "For protecting your identity when immolating demons."
|
||||
icon_state = "chaplain_hood"
|
||||
body_parts_covered = HEAD
|
||||
flags = NODROP
|
||||
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
|
||||
|
||||
//Chaplain
|
||||
/obj/item/clothing/suit/nun
|
||||
name = "nun robe"
|
||||
desc = "Maximum piety in this star system."
|
||||
icon_state = "nun"
|
||||
item_state = "nun"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
|
||||
//Chef
|
||||
/obj/item/clothing/suit/toggle/chef
|
||||
name = "chef's apron"
|
||||
desc = "An apron-jacket used by a high class chef."
|
||||
icon_state = "chef"
|
||||
item_state = "chef"
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
allowed = list(/obj/item/weapon/kitchen)
|
||||
togglename = "sleeves"
|
||||
|
||||
//Cook
|
||||
/obj/item/clothing/suit/apron/chef
|
||||
name = "cook's apron"
|
||||
desc = "A basic, dull, white chef's apron."
|
||||
icon_state = "apronchef"
|
||||
item_state = "apronchef"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
allowed = list(/obj/item/weapon/kitchen)
|
||||
|
||||
//Detective
|
||||
/obj/item/clothing/suit/det_suit
|
||||
name = "trenchcoat"
|
||||
desc = "An 18th-century multi-purpose trenchcoat. Someone who wears this means serious business."
|
||||
icon_state = "detective"
|
||||
item_state = "det_suit"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/device/flashlight,/obj/item/weapon/gun/energy,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/detective_scanner,/obj/item/device/taperecorder,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
armor = list(melee = 25, bullet = 10, laser = 25, energy = 10, bomb = 0, bio = 0, rad = 0)
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
|
||||
/obj/item/clothing/suit/det_suit/grey
|
||||
name = "noir trenchcoat"
|
||||
desc = "A hard-boiled private investigator's grey trenchcoat."
|
||||
icon_state = "greydet"
|
||||
item_state = "greydet"
|
||||
|
||||
//Engineering
|
||||
/obj/item/clothing/suit/hazardvest
|
||||
name = "hazard vest"
|
||||
desc = "A high-visibility vest used in work zones."
|
||||
icon_state = "hazard"
|
||||
item_state = "hazard"
|
||||
blood_overlay_type = "armor"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner,/obj/item/device/radio)
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
//Lawyer
|
||||
/obj/item/clothing/suit/toggle/lawyer
|
||||
name = "blue suit jacket"
|
||||
desc = "A snappy dress jacket."
|
||||
icon_state = "suitjacket_blue"
|
||||
item_state = "suitjacket_blue"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
togglename = "buttons"
|
||||
|
||||
/obj/item/clothing/suit/toggle/lawyer/purple
|
||||
name = "purple suit jacket"
|
||||
desc = "A foppish dress jacket."
|
||||
icon_state = "suitjacket_purp"
|
||||
item_state = "suitjacket_purp"
|
||||
|
||||
/obj/item/clothing/suit/toggle/lawyer/black
|
||||
name = "black suit jacket"
|
||||
desc = "A professional suit jacket."
|
||||
icon_state = "suitjacket_black"
|
||||
item_state = "ro_suit"
|
||||
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/suit/suspenders
|
||||
name = "suspenders"
|
||||
desc = "They suspend the illusion of the mime's play."
|
||||
icon = 'icons/obj/clothing/belts.dmi'
|
||||
icon_state = "suspenders"
|
||||
blood_overlay_type = "armor" //it's the less thing that I can put here
|
||||
|
||||
//Security
|
||||
/obj/item/clothing/suit/security/officer
|
||||
name = "security officer's jacket"
|
||||
desc = "This jacket is for those special occasions when a security officer isn't required to wear their armor."
|
||||
icon_state = "officerbluejacket"
|
||||
item_state = "officerbluejacket"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/warden
|
||||
name = "warden's jacket"
|
||||
desc = "Perfectly suited for the warden that wants to leave an impression of style on those who visit the brig."
|
||||
icon_state = "wardenbluejacket"
|
||||
item_state = "wardenbluejacket"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
|
||||
/obj/item/clothing/suit/security/hos
|
||||
name = "head of security's jacket"
|
||||
desc = "This piece of clothing was specifically designed for asserting superior authority."
|
||||
icon_state = "hosbluejacket"
|
||||
item_state = "hosbluejacket"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
|
||||
|
||||
//Surgeon
|
||||
/obj/item/clothing/suit/apron/surgical
|
||||
name = "surgical apron"
|
||||
desc = "A sterile blue surgical apron."
|
||||
icon_state = "surgical"
|
||||
allowed = list(/obj/item/weapon/scalpel, /obj/item/weapon/surgical_drapes, /obj/item/weapon/cautery, /obj/item/weapon/hemostat, /obj/item/weapon/retractor)
|
||||
@@ -0,0 +1,48 @@
|
||||
/obj/item/clothing/suit/toggle/labcoat
|
||||
name = "labcoat"
|
||||
desc = "A suit that protects against minor chemical spills."
|
||||
icon_state = "labcoat"
|
||||
item_state = "labcoat"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic,/obj/item/weapon/soap,/obj/item/device/sensor_device,/obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
togglename = "buttons"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/cmo
|
||||
name = "chief medical officer's labcoat"
|
||||
desc = "Bluer than the standard model."
|
||||
icon_state = "labcoat_cmo"
|
||||
item_state = "labcoat_cmo"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/emt
|
||||
name = "EMT's jacket"
|
||||
desc = "A dark blue jacket with reflective strips for emergency medical technicians."
|
||||
icon_state = "labcoat_emt"
|
||||
item_state = "labcoat_cmo"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/mad
|
||||
name = "\improper The Mad's labcoat"
|
||||
desc = "It makes you look capable of konking someone on the noggin and shooting them into space."
|
||||
icon_state = "labgreen"
|
||||
item_state = "labgreen"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/genetics
|
||||
name = "geneticist labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. Has a blue stripe on the shoulder."
|
||||
icon_state = "labcoat_gen"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/chemist
|
||||
name = "chemist labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. Has an orange stripe on the shoulder."
|
||||
icon_state = "labcoat_chem"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/virologist
|
||||
name = "virologist labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. Offers slightly more protection against biohazards than the standard model. Has a green stripe on the shoulder."
|
||||
icon_state = "labcoat_vir"
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/science
|
||||
name = "scientist labcoat"
|
||||
desc = "A suit that protects against minor chemical spills. Has a purple stripe on the shoulder."
|
||||
icon_state = "labcoat_tox"
|
||||
@@ -0,0 +1,523 @@
|
||||
/*
|
||||
* Contains:
|
||||
* Lasertag
|
||||
* Costume
|
||||
* Misc
|
||||
*/
|
||||
|
||||
/*
|
||||
* Lasertag
|
||||
*/
|
||||
/obj/item/clothing/suit/bluetag
|
||||
name = "blue laser tag armor"
|
||||
desc = "A piece of plastic armor. It has sensors that react to red light." //Lasers are concentrated light
|
||||
icon_state = "bluetag"
|
||||
item_state = "bluetag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = CHEST
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/redtag
|
||||
name = "red laser tag armor"
|
||||
desc = "A piece of plastic armor. It has sensors that react to blue light."
|
||||
icon_state = "redtag"
|
||||
item_state = "redtag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = CHEST
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/*
|
||||
* Costume
|
||||
*/
|
||||
/obj/item/clothing/suit/pirate
|
||||
name = "pirate coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
allowed = list(/obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
|
||||
/obj/item/clothing/suit/hgpirate
|
||||
name = "pirate captain coat"
|
||||
desc = "Yarr."
|
||||
icon_state = "hgpirate"
|
||||
item_state = "hgpirate"
|
||||
allowed = list(/obj/item/weapon/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/weapon/reagent_containers/food/drinks/bottle/rum)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/cyborg_suit
|
||||
name = "cyborg suit"
|
||||
desc = "Suit for a cyborg costume."
|
||||
icon_state = "death"
|
||||
item_state = "death"
|
||||
flags = CONDUCT
|
||||
fire_resist = T0C+5200
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/justice
|
||||
name = "justice suit"
|
||||
desc = "this pretty much looks ridiculous" //Needs no fixing
|
||||
icon_state = "justice"
|
||||
item_state = "justice"
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/judgerobe
|
||||
name = "judge's robe"
|
||||
desc = "This robe commands authority."
|
||||
icon_state = "judge"
|
||||
item_state = "judge"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
allowed = list(/obj/item/weapon/storage/fancy/cigarettes,/obj/item/stack/spacecash)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/apron/overalls
|
||||
name = "coveralls"
|
||||
desc = "A set of denim overalls."
|
||||
icon_state = "overalls"
|
||||
item_state = "overalls"
|
||||
body_parts_covered = CHEST|GROIN|LEGS
|
||||
|
||||
|
||||
/obj/item/clothing/suit/syndicatefake
|
||||
name = "black and red space suit replica"
|
||||
icon_state = "syndicate-black-red"
|
||||
item_state = "syndicate-black-red"
|
||||
desc = "A plastic replica of the Syndicate space suit. You'll look just like a real murderous Syndicate agent in this! This is a toy, it is not made for use in space!"
|
||||
w_class = 3
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/hastur
|
||||
name = "\improper Hastur's robe"
|
||||
desc = "Robes not meant to be worn by man."
|
||||
icon_state = "hastur"
|
||||
item_state = "hastur"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/imperium_monk
|
||||
name = "\improper Imperium monk suit"
|
||||
desc = "Have YOU killed a xeno today?"
|
||||
icon_state = "imperium_monk"
|
||||
item_state = "imperium_monk"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/chickensuit
|
||||
name = "chicken suit"
|
||||
desc = "A suit made long ago by the ancient empire KFC."
|
||||
icon_state = "chickensuit"
|
||||
item_state = "chickensuit"
|
||||
body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET
|
||||
flags_inv = HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
|
||||
/obj/item/clothing/suit/monkeysuit
|
||||
name = "monkey suit"
|
||||
desc = "A suit that looks like a primate."
|
||||
icon_state = "monkeysuit"
|
||||
item_state = "monkeysuit"
|
||||
body_parts_covered = CHEST|ARMS|GROIN|LEGS|FEET|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/toggle/owlwings
|
||||
name = "owl cloak"
|
||||
desc = "A soft brown cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive the ladies mad."
|
||||
icon_state = "owl_wings"
|
||||
item_state = "owl_wings"
|
||||
togglename = "wings"
|
||||
body_parts_covered = ARMS|CHEST
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
actions_types = list(/datum/action/item_action/toggle_wings)
|
||||
|
||||
/obj/item/clothing/suit/toggle/owlwings/griffinwings
|
||||
name = "griffon cloak"
|
||||
desc = "A plush white cloak made of synthetic feathers. Soft to the touch, stylish, and a 2 meter wing span that will drive your captives mad."
|
||||
icon_state = "griffin_wings"
|
||||
item_state = "griffin_wings"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/holidaypriest
|
||||
name = "holiday priest"
|
||||
desc = "This is a nice holiday, my son."
|
||||
icon_state = "holidaypriest"
|
||||
item_state = "w_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/weapon/storage/book/bible, /obj/item/weapon/nullrod, /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, /obj/item/weapon/storage/fancy/candle_box, /obj/item/candle, /obj/item/weapon/tank/internals/emergency_oxygen)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/cardborg
|
||||
name = "cardborg suit"
|
||||
desc = "An ordinary cardboard box with holes cut in the sides."
|
||||
icon_state = "cardborg"
|
||||
item_state = "cardborg"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
dog_fashion = /datum/dog_fashion/back
|
||||
|
||||
/obj/item/clothing/suit/cardborg/equipped(mob/living/user, slot)
|
||||
..()
|
||||
if(slot == slot_wear_suit)
|
||||
disguise(user)
|
||||
|
||||
/obj/item/clothing/suit/cardborg/dropped(mob/living/user)
|
||||
..()
|
||||
user.remove_alt_appearance("standard_borg_disguise")
|
||||
|
||||
/obj/item/clothing/suit/cardborg/proc/disguise(mob/living/carbon/human/H, obj/item/clothing/head/cardborg/borghead)
|
||||
if(istype(H))
|
||||
if(!borghead)
|
||||
borghead = H.head
|
||||
if(istype(borghead, /obj/item/clothing/head/cardborg)) //why is this done this way? because equipped() is called BEFORE THE ITEM IS IN THE SLOT WHYYYY
|
||||
var/image/I = image(icon = 'icons/mob/robots.dmi' , icon_state = "robot", loc = H)
|
||||
I.override = 1
|
||||
I.overlays += image(icon = 'icons/mob/robots.dmi' , icon_state = "eyes-standard") //gotta look realistic
|
||||
H.add_alt_appearance("standard_borg_disguise", I, silicon_mobs+H) //you look like a robot to robots! (including yourself because you're totally a robot)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/snowman
|
||||
name = "snowman outfit"
|
||||
desc = "Two white spheres covered in white glitter. 'Tis the season."
|
||||
icon_state = "snowman"
|
||||
item_state = "snowman"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
|
||||
/obj/item/clothing/suit/poncho
|
||||
name = "poncho"
|
||||
desc = "Your classic, non-racist poncho."
|
||||
icon_state = "classicponcho"
|
||||
item_state = "classicponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/green
|
||||
name = "green poncho"
|
||||
desc = "Your classic, non-racist poncho. This one is green."
|
||||
icon_state = "greenponcho"
|
||||
item_state = "greenponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/red
|
||||
name = "red poncho"
|
||||
desc = "Your classic, non-racist poncho. This one is red."
|
||||
icon_state = "redponcho"
|
||||
item_state = "redponcho"
|
||||
|
||||
/obj/item/clothing/suit/poncho/ponchoshame
|
||||
name = "poncho of shame"
|
||||
desc = "Forced to live on your shameful acting as a fake Mexican, you and your poncho have grown inseperable. Literally."
|
||||
icon_state = "ponchoshame"
|
||||
item_state = "ponchoshame"
|
||||
flags = NODROP
|
||||
|
||||
/obj/item/clothing/suit/whitedress
|
||||
name = "white dress"
|
||||
desc = "A fancy white dress."
|
||||
icon_state = "white_dress"
|
||||
item_state = "w_suit"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET
|
||||
flags_inv = HIDEJUMPSUIT|HIDESHOES
|
||||
|
||||
/obj/item/clothing/suit/hooded/carp_costume
|
||||
name = "carp costume"
|
||||
desc = "A costume made from 'synthetic' carp scales, it smells."
|
||||
icon_state = "carp_casual"
|
||||
item_state = "labcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT //Space carp like space, so you should too
|
||||
allowed = list(/obj/item/weapon/tank/internals/emergency_oxygen, /obj/item/weapon/gun/projectile/automatic/speargun)
|
||||
hooded = 1
|
||||
hoodtype = /obj/item/clothing/head/carp_hood
|
||||
|
||||
/obj/item/clothing/head/carp_hood
|
||||
name = "carp hood"
|
||||
desc = "A hood attached to a carp costume."
|
||||
icon_state = "carp_casual"
|
||||
body_parts_covered = HEAD
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
flags = NODROP
|
||||
flags_inv = HIDEHAIR|HIDEEARS
|
||||
|
||||
/obj/item/clothing/suit/hooded/ian_costume //It's Ian, rub his bell- oh god what happened to his inside parts?
|
||||
name = "corgi costume"
|
||||
desc = "A costume that looks like someone made a human-like corgi, it won't guarantee belly rubs."
|
||||
icon_state = "ian"
|
||||
item_state = "labcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
//cold_protection = CHEST|GROIN|ARMS
|
||||
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
allowed = list(,)
|
||||
hooded = 1
|
||||
hoodtype = /obj/item/clothing/head/ian_hood
|
||||
dog_fashion = /datum/dog_fashion/back
|
||||
|
||||
/obj/item/clothing/head/ian_hood
|
||||
name = "corgi hood"
|
||||
desc = "A hood that looks just like a corgi's head, it won't guarantee dog biscuits."
|
||||
icon_state = "ian"
|
||||
body_parts_covered = HEAD
|
||||
//cold_protection = HEAD
|
||||
//min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
flags = NODROP
|
||||
flags_inv = HIDEHAIR|HIDEEARS
|
||||
|
||||
/obj/item/clothing/suit/hooded/bloated_human //OH MY GOD WHAT HAVE YOU DONE!?!?!?
|
||||
name = "bloated human suit"
|
||||
desc = "A horribly bloated suit made from human skins."
|
||||
icon_state = "lingspacesuit"
|
||||
item_state = "labcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
allowed = list(,)
|
||||
hooded = 1
|
||||
actions_types = list(/datum/action/item_action/toggle_human_head)
|
||||
hoodtype = /obj/item/clothing/head/human_head
|
||||
|
||||
/obj/item/clothing/head/human_head
|
||||
name = "bloated human head"
|
||||
desc = "A horribly bloated and mismatched human head."
|
||||
icon_state = "lingspacehelmet"
|
||||
body_parts_covered = HEAD
|
||||
flags = NODROP
|
||||
flags_cover = HEADCOVERSEYES
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/suit/security/officer/russian
|
||||
name = "russian officer's jacket"
|
||||
desc = "This jacket is for those special occasions when a russian officer isn't required to wear their armor."
|
||||
icon_state = "officertanjacket"
|
||||
item_state = "officertanjacket"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
|
||||
/*
|
||||
* Misc
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/straight_jacket
|
||||
name = "straight jacket"
|
||||
desc = "A suit that completely restrains the wearer. Manufactured by Antyphun Corp." //Straight jacket is antifun
|
||||
icon_state = "straight_jacket"
|
||||
item_state = "straight_jacket"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
strip_delay = 60
|
||||
breakouttime = 3000
|
||||
|
||||
/obj/item/clothing/suit/ianshirt
|
||||
name = "worn shirt"
|
||||
desc = "A worn out, curiously comfortable t-shirt with a picture of Ian. You wouldn't go so far as to say it feels like being hugged when you wear it, but it's pretty close. Good for sleeping in."
|
||||
icon_state = "ianshirt"
|
||||
item_state = "ianshirt"
|
||||
|
||||
/obj/item/clothing/suit/nerdshirt
|
||||
name = "gamer shirt"
|
||||
desc = "A baggy shirt with vintage game character Phanic the Weasel. Why would anyone wear this?"
|
||||
icon_state = "nerdshirt"
|
||||
item_state = "nerdshirt"
|
||||
|
||||
/obj/item/clothing/suit/jacket
|
||||
name = "bomber jacket"
|
||||
desc = "Aviators not included."
|
||||
icon_state = "bomberjacket"
|
||||
item_state = "brownjsuit"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/device/radio)
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
|
||||
/obj/item/clothing/suit/jacket/leather
|
||||
name = "leather jacket"
|
||||
desc = "Pompadour not included."
|
||||
icon_state = "leatherjacket"
|
||||
item_state = "hostrench"
|
||||
burn_state = FIRE_PROOF
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/projectile/automatic/pistol,/obj/item/weapon/gun/projectile/revolver,/obj/item/weapon/gun/projectile/revolver/detective,/obj/item/device/radio)
|
||||
|
||||
/obj/item/clothing/suit/jacket/leather/overcoat
|
||||
name = "leather overcoat"
|
||||
desc = "That's a damn fine coat."
|
||||
icon_state = "leathercoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
cold_protection = CHEST|GROIN|ARMS|LEGS
|
||||
|
||||
/obj/item/clothing/suit/jacket/puffer
|
||||
name = "puffer jacket"
|
||||
desc = "A thick jacket with a rubbery, water-resistant shell."
|
||||
icon_state = "pufferjacket"
|
||||
item_state = "hostrench"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/jacket/puffer/vest
|
||||
name = "puffer vest"
|
||||
desc = "A thick vest with a rubbery, water-resistant shell."
|
||||
icon_state = "puffervest"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
cold_protection = CHEST|GROIN
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 30, rad = 0)
|
||||
|
||||
/obj/item/clothing/suit/jacket/miljacket
|
||||
name = "military jacket"
|
||||
desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable."
|
||||
icon_state = "militaryjacket"
|
||||
item_state = "militaryjacket"
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter,/obj/item/weapon/gun/projectile/automatic/pistol,/obj/item/weapon/gun/projectile/revolver,/obj/item/weapon/gun/projectile/revolver/detective,/obj/item/device/radio)
|
||||
|
||||
/obj/item/clothing/suit/jacket/letterman
|
||||
name = "letterman jacket"
|
||||
desc = "A classic brown letterman jacket. Looks pretty hot and heavy."
|
||||
icon_state = "letterman"
|
||||
item_state = "letterman"
|
||||
|
||||
/obj/item/clothing/suit/jacket/letterman_red
|
||||
name = "red letterman jacket"
|
||||
desc = "A letterman jacket in a sick red color. Radical."
|
||||
icon_state = "letterman_red"
|
||||
item_state = "letterman_red"
|
||||
|
||||
/obj/item/clothing/suit/jacket/letterman_syndie
|
||||
name = "blood-red letterman jacket"
|
||||
desc = "Oddly, this jacket seems to have a large S on the back..."
|
||||
icon_state = "letterman_s"
|
||||
item_state = "letterman_s"
|
||||
|
||||
/obj/item/clothing/suit/jacket/letterman_nanotrasen
|
||||
name = "blue letterman jacket"
|
||||
desc = "A blue letterman jacket with a proud Nanotrasen N on the back. The tag says that it was made in Space China."
|
||||
icon_state = "letterman_n"
|
||||
item_state = "letterman_n"
|
||||
|
||||
/obj/item/clothing/suit/xenos
|
||||
name = "xenos suit"
|
||||
desc = "A suit made out of chitinous alien hide."
|
||||
icon_state = "xenos"
|
||||
item_state = "xenos_helm"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS|HANDS
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
allowed = list(/obj/item/clothing/mask/facehugger/toy)
|
||||
|
||||
|
||||
// WINTER COATS
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat
|
||||
name = "winter coat"
|
||||
desc = "A heavy jacket made from 'synthetic' animal furs."
|
||||
icon_state = "coatwinter"
|
||||
item_state = "labcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
cold_protection = CHEST|GROIN|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter)
|
||||
hooded = 1
|
||||
|
||||
/obj/item/clothing/head/winterhood
|
||||
name = "winter hood"
|
||||
desc = "A hood attached to a heavy winter jacket."
|
||||
icon_state = "winterhood"
|
||||
body_parts_covered = HEAD
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
flags = NODROP
|
||||
flags_inv = HIDEHAIR|HIDEEARS
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/captain
|
||||
name = "captain's winter coat"
|
||||
icon_state = "coatcaptain"
|
||||
armor = list(melee = 25, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/captain
|
||||
|
||||
/obj/item/clothing/head/winterhood/captain
|
||||
icon_state = "winterhood_captain"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/security
|
||||
name = "security winter coat"
|
||||
icon_state = "coatsecurity"
|
||||
armor = list(melee = 25, bullet = 15, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0)
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/reagent_containers/spray/pepper,/obj/item/weapon/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/device/flashlight/seclite,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/security
|
||||
|
||||
/obj/item/clothing/head/winterhood/security
|
||||
icon_state = "winterhood_security"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/medical
|
||||
name = "medical winter coat"
|
||||
icon_state = "coatmedical"
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 50, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/medical
|
||||
|
||||
/obj/item/clothing/head/winterhood/medical
|
||||
icon_state = "winterhood_medical"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/science
|
||||
name = "science winter coat"
|
||||
icon_state = "coatscience"
|
||||
allowed = list(/obj/item/device/analyzer,/obj/item/stack/medical,/obj/item/weapon/dnainjector,/obj/item/weapon/reagent_containers/dropper,/obj/item/weapon/reagent_containers/syringe,/obj/item/weapon/reagent_containers/hypospray,/obj/item/device/healthanalyzer,/obj/item/device/flashlight/pen,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/reagent_containers/glass/beaker,/obj/item/weapon/reagent_containers/pill,/obj/item/weapon/storage/pill_bottle,/obj/item/weapon/paper,/obj/item/weapon/melee/classic_baton/telescopic)
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/science
|
||||
|
||||
/obj/item/clothing/head/winterhood/science
|
||||
icon_state = "winterhood_science"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/engineering
|
||||
name = "engineering winter coat"
|
||||
icon_state = "coatengineer"
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 20)
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/pipe_dispenser)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/engineering
|
||||
|
||||
/obj/item/clothing/head/winterhood/engineering
|
||||
icon_state = "winterhood_engineer"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos
|
||||
name = "atmospherics winter coat"
|
||||
icon_state = "coatatmos"
|
||||
hoodtype = /obj/item/clothing/head/winterhood/engineering/atmos
|
||||
|
||||
/obj/item/clothing/head/winterhood/engineering/atmos
|
||||
icon_state = "winterhood_atmos"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/hydro
|
||||
name = "hydroponics winter coat"
|
||||
icon_state = "coathydro"
|
||||
allowed = list(/obj/item/weapon/reagent_containers/spray/plantbgone,/obj/item/device/plant_analyzer,/obj/item/seeds,/obj/item/weapon/reagent_containers/glass/bottle,/obj/item/weapon/cultivator,/obj/item/weapon/reagent_containers/spray/pestspray,/obj/item/weapon/hatchet,/obj/item/weapon/storage/bag/plants)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/hydro
|
||||
|
||||
/obj/item/clothing/head/winterhood/hydro
|
||||
item_state = "winterhood_hydro"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/cargo
|
||||
name = "cargo winter coat"
|
||||
icon_state = "coatcargo"
|
||||
hoodtype = /obj/item/clothing/head/winterhood/cargo
|
||||
|
||||
/obj/item/clothing/head/winterhood/cargo
|
||||
icon_state = "winterhood_cargo"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/miner
|
||||
name = "mining winter coat"
|
||||
icon_state = "coatminer"
|
||||
allowed = list(/obj/item/weapon/pickaxe,/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/toy,/obj/item/weapon/storage/fancy/cigarettes,/obj/item/weapon/lighter)
|
||||
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
hoodtype = /obj/item/clothing/head/winterhood/miner
|
||||
|
||||
/obj/item/clothing/head/winterhood/miner
|
||||
icon_state = "winterhood_miner"
|
||||
|
||||
/obj/item/clothing/suit/spookyghost
|
||||
name = "spooky ghost"
|
||||
desc = "this is obviously just a bedsheet, but maybe try it on?"
|
||||
icon_state = "bedsheet"
|
||||
user_vars_to_edit = list("name" = "Spooky Ghost", "real_name" = "Spooky Ghost" , "incorporeal_move" = 1, "appearance_flags" = KEEP_TOGETHER|TILE_BOUND, "alpha" = 150)
|
||||
alternate_worn_layer = ABOVE_BODY_FRONT_LAYER //so the bedsheet goes over everything but fire
|
||||
@@ -0,0 +1,178 @@
|
||||
//Hoods for winter coats and chaplain hoodie etc
|
||||
|
||||
/obj/item/clothing/suit/hooded
|
||||
actions_types = list(/datum/action/item_action/toggle_hood)
|
||||
var/obj/item/clothing/head/hood
|
||||
var/hoodtype = /obj/item/clothing/head/winterhood //so the chaplain hoodie or other hoodies can override this
|
||||
|
||||
/obj/item/clothing/suit/hooded/New()
|
||||
MakeHood()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/hooded/Destroy()
|
||||
qdel(hood)
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/suit/hooded/proc/MakeHood()
|
||||
if(!hood)
|
||||
var/obj/item/clothing/head/W = new hoodtype(src)
|
||||
hood = W
|
||||
|
||||
/obj/item/clothing/suit/hooded/ui_action_click()
|
||||
ToggleHood()
|
||||
|
||||
/obj/item/clothing/suit/hooded/item_action_slot_check(slot, mob/user)
|
||||
if(slot == slot_wear_suit)
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/hooded/equipped(mob/user, slot)
|
||||
if(slot != slot_wear_suit)
|
||||
RemoveHood()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/hooded/proc/RemoveHood()
|
||||
src.icon_state = "[initial(icon_state)]"
|
||||
suittoggled = 0
|
||||
if(ishuman(hood.loc))
|
||||
var/mob/living/carbon/H = hood.loc
|
||||
H.unEquip(hood, 1)
|
||||
H.update_inv_wear_suit()
|
||||
hood.loc = src
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/clothing/suit/hooded/dropped()
|
||||
..()
|
||||
RemoveHood()
|
||||
|
||||
/obj/item/clothing/suit/hooded/proc/ToggleHood()
|
||||
if(!suittoggled)
|
||||
if(ishuman(src.loc))
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(H.wear_suit != src)
|
||||
H << "<span class='warning'>You must be wearing [src] to put up the hood!</span>"
|
||||
return
|
||||
if(H.head)
|
||||
H << "<span class='warning'>You're already wearing something on your head!</span>"
|
||||
return
|
||||
else if(H.equip_to_slot_if_possible(hood,slot_head,0,0,1))
|
||||
suittoggled = 1
|
||||
src.icon_state = "[initial(icon_state)]_t"
|
||||
H.update_inv_wear_suit()
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
else
|
||||
RemoveHood()
|
||||
|
||||
//Toggle exosuits for different aesthetic styles (hoodies, suit jacket buttons, etc)
|
||||
|
||||
/obj/item/clothing/suit/toggle/AltClick(mob/user)
|
||||
..()
|
||||
if(!user.canUseTopic(src, be_close=TRUE))
|
||||
user << "<span class='warning'>You can't do that right now!</span>"
|
||||
return
|
||||
else
|
||||
suit_toggle(user)
|
||||
|
||||
/obj/item/clothing/suit/toggle/ui_action_click()
|
||||
suit_toggle()
|
||||
|
||||
/obj/item/clothing/suit/toggle/proc/suit_toggle()
|
||||
set src in usr
|
||||
|
||||
if(!can_use(usr))
|
||||
return 0
|
||||
|
||||
usr << "<span class='notice'>You toggle [src]'s [togglename].</span>"
|
||||
if(src.suittoggled)
|
||||
src.icon_state = "[initial(icon_state)]"
|
||||
src.suittoggled = 0
|
||||
else if(!src.suittoggled)
|
||||
src.icon_state = "[initial(icon_state)]_t"
|
||||
src.suittoggled = 1
|
||||
usr.update_inv_wear_suit()
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/clothing/suit/toggle/examine(mob/user)
|
||||
..()
|
||||
user << "Alt-click on [src] to toggle the [togglename]."
|
||||
|
||||
//Hardsuit toggle code
|
||||
/obj/item/clothing/suit/space/hardsuit/New()
|
||||
MakeHelmet()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/Destroy()
|
||||
if(helmet)
|
||||
helmet.suit = null
|
||||
qdel(helmet)
|
||||
qdel(jetpack)
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/Destroy()
|
||||
if(suit)
|
||||
suit.helmet = null
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/proc/MakeHelmet()
|
||||
if(!helmettype)
|
||||
return
|
||||
if(!helmet)
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/W = new helmettype(src)
|
||||
W.suit = src
|
||||
helmet = W
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ui_action_click()
|
||||
..()
|
||||
ToggleHelmet()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
|
||||
if(!helmettype)
|
||||
return
|
||||
if(slot != slot_wear_suit)
|
||||
RemoveHelmet()
|
||||
..()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/proc/RemoveHelmet()
|
||||
if(!helmet)
|
||||
return
|
||||
suittoggled = 0
|
||||
if(ishuman(helmet.loc))
|
||||
var/mob/living/carbon/H = helmet.loc
|
||||
if(helmet.on)
|
||||
helmet.attack_self(H)
|
||||
H.unEquip(helmet, 1)
|
||||
H.update_inv_wear_suit()
|
||||
H << "<span class='notice'>The helmet on the hardsuit disengages.</span>"
|
||||
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
|
||||
helmet.loc = src
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/dropped()
|
||||
..()
|
||||
RemoveHelmet()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/proc/ToggleHelmet()
|
||||
var/mob/living/carbon/human/H = src.loc
|
||||
if(!helmettype)
|
||||
return
|
||||
if(!helmet)
|
||||
return
|
||||
if(!suittoggled)
|
||||
if(ishuman(src.loc))
|
||||
if(H.wear_suit != src)
|
||||
H << "<span class='warning'>You must be wearing [src] to engage the helmet!</span>"
|
||||
return
|
||||
if(H.head)
|
||||
H << "<span class='warning'>You're already wearing something on your head!</span>"
|
||||
return
|
||||
else if(H.equip_to_slot_if_possible(helmet,slot_head,0,0,1))
|
||||
H << "<span class='notice'>You engage the helmet on the hardsuit.</span>"
|
||||
suittoggled = 1
|
||||
H.update_inv_wear_suit()
|
||||
playsound(src.loc, 'sound/mecha/mechmove03.ogg', 50, 1)
|
||||
else
|
||||
RemoveHelmet()
|
||||
@@ -0,0 +1,134 @@
|
||||
/*
|
||||
* Contains:
|
||||
* Fire protection
|
||||
* Bomb protection
|
||||
* Radiation protection
|
||||
*/
|
||||
|
||||
/*
|
||||
* Fire protection
|
||||
*/
|
||||
|
||||
/obj/item/clothing/suit/fire
|
||||
name = "emergency firesuit"
|
||||
desc = "A suit that helps protect against fire and heat."
|
||||
icon_state = "fire"
|
||||
item_state = "ro_suit"
|
||||
w_class = 4
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/weapon/extinguisher, /obj/item/weapon/crowbar)
|
||||
slowdown = 1
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/fire/firefighter
|
||||
icon_state = "firesuit"
|
||||
item_state = "firefighter"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/fire/heavy
|
||||
name = "heavy firesuit"
|
||||
desc = "An old, bulky thermal protection suit."
|
||||
icon_state = "thermal"
|
||||
item_state = "ro_suit"
|
||||
slowdown = 1.5
|
||||
|
||||
/obj/item/clothing/suit/fire/atmos
|
||||
name = "firesuit"
|
||||
desc = "An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame."
|
||||
icon_state = "atmos_firesuit"
|
||||
item_state = "firesuit_atmos"
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
|
||||
|
||||
/*
|
||||
* Bomb protection
|
||||
*/
|
||||
/obj/item/clothing/head/bomb_hood
|
||||
name = "bomb hood"
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
flags = THICKMATERIAL
|
||||
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = HELMET_MAX_TEMP_PROTECT
|
||||
strip_delay = 70
|
||||
put_on_delay = 70
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit
|
||||
name = "bomb suit"
|
||||
desc = "A suit designed for safety when handling explosives."
|
||||
icon_state = "bombsuit"
|
||||
item_state = "bombsuit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list(melee = 20, bullet = 0, laser = 20,energy = 10, bomb = 100, bio = 0, rad = 0)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
strip_delay = 70
|
||||
put_on_delay = 70
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
|
||||
/obj/item/clothing/head/bomb_hood/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/bomb_suit/security
|
||||
icon_state = "bombsuitsec"
|
||||
item_state = "bombsuitsec"
|
||||
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs)
|
||||
|
||||
/*
|
||||
* Radiation protection
|
||||
*/
|
||||
/obj/item/clothing/head/radiation
|
||||
name = "radiation hood"
|
||||
icon_state = "rad"
|
||||
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
|
||||
flags = THICKMATERIAL
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/radiation
|
||||
name = "radiation suit"
|
||||
desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
|
||||
icon_state = "rad"
|
||||
item_state = "rad_suit"
|
||||
w_class = 4//bulky item
|
||||
gas_transfer_coefficient = 0.90
|
||||
permeability_coefficient = 0.50
|
||||
flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals/emergency_oxygen,/obj/item/device/geiger_counter)
|
||||
slowdown = 1.5
|
||||
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
|
||||
strip_delay = 60
|
||||
put_on_delay = 60
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
burn_state = FIRE_PROOF
|
||||
@@ -0,0 +1,150 @@
|
||||
/obj/item/clothing/head/wizard
|
||||
name = "wizard hat"
|
||||
desc = "Strange-looking hat-wear that most certainly belongs to a real magic user."
|
||||
icon_state = "wizard"
|
||||
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
|
||||
strip_delay = 50
|
||||
put_on_delay = 50
|
||||
unacidable = 1
|
||||
burn_state = FIRE_PROOF
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
|
||||
/obj/item/clothing/head/wizard/red
|
||||
name = "red wizard hat"
|
||||
desc = "Strange-looking red hat-wear that most certainly belongs to a real magic user."
|
||||
icon_state = "redwizard"
|
||||
dog_fashion = /datum/dog_fashion/head/red_wizard
|
||||
|
||||
/obj/item/clothing/head/wizard/yellow
|
||||
name = "yellow wizard hat"
|
||||
desc = "Strange-looking yellow hat-wear that most certainly belongs to a powerful magic user."
|
||||
icon_state = "yellowwizard"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/wizard/black
|
||||
name = "black wizard hat"
|
||||
desc = "Strange-looking black hat-wear that most certainly belongs to a real skeleton. Spooky."
|
||||
icon_state = "blackwizard"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/wizard/fake
|
||||
name = "wizard hat"
|
||||
desc = "It has WIZZARD written across it in sequins. Comes with a cool beard."
|
||||
icon_state = "wizard-fake"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
|
||||
/obj/item/clothing/head/wizard/marisa
|
||||
name = "witch hat"
|
||||
desc = "Strange-looking hat-wear. Makes you want to cast fireballs."
|
||||
icon_state = "marisa"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/wizard/magus
|
||||
name = "\improper Magus helm"
|
||||
desc = "A mysterious helmet that hums with an unearthly power."
|
||||
icon_state = "magus"
|
||||
item_state = "magus"
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/head/wizard/santa
|
||||
name = "Santa's hat"
|
||||
desc = "Ho ho ho. Merrry X-mas!"
|
||||
icon_state = "santahat"
|
||||
flags_inv = HIDEHAIR|HIDEFACIALHAIR
|
||||
dog_fashion = null
|
||||
|
||||
/obj/item/clothing/suit/wizrobe
|
||||
name = "wizard robe"
|
||||
desc = "A magnificent, gem-lined robe that seems to radiate power."
|
||||
icon_state = "wizard"
|
||||
item_state = "wizrobe"
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20)
|
||||
allowed = list(/obj/item/weapon/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 50
|
||||
put_on_delay = 50
|
||||
unacidable = 1
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/red
|
||||
name = "red wizard robe"
|
||||
desc = "A magnificent red gem-lined robe that seems to radiate power."
|
||||
icon_state = "redwizard"
|
||||
item_state = "redwizrobe"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/yellow
|
||||
name = "yellow wizard robe"
|
||||
desc = "A magnificant yellow gem-lined robe that seems to radiate power."
|
||||
icon_state = "yellowwizard"
|
||||
item_state = "yellowwizrobe"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/black
|
||||
name = "black wizard robe"
|
||||
desc = "An unnerving black gem-lined robe that reeks of death and decay."
|
||||
icon_state = "blackwizard"
|
||||
item_state = "blackwizrobe"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/marisa
|
||||
name = "witch robe"
|
||||
desc = "Magic is all about the spell power, ZE!"
|
||||
icon_state = "marisa"
|
||||
item_state = "marisarobe"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/magusblue
|
||||
name = "\improper Magus robe"
|
||||
desc = "A set of armored robes that seem to radiate a dark power."
|
||||
icon_state = "magusblue"
|
||||
item_state = "magusblue"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/magusred
|
||||
name = "\improper Magus robe"
|
||||
desc = "A set of armored robes that seem to radiate a dark power."
|
||||
icon_state = "magusred"
|
||||
item_state = "magusred"
|
||||
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/santa
|
||||
name = "Santa's suit"
|
||||
desc = "Festive!"
|
||||
icon_state = "santa"
|
||||
item_state = "santa"
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/fake
|
||||
name = "wizard robe"
|
||||
desc = "A rather dull blue robe meant to mimick real wizard robes."
|
||||
icon_state = "wizard-fake"
|
||||
item_state = "wizrobe"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
unacidable = 0
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
/obj/item/clothing/head/wizard/marisa/fake
|
||||
name = "witch hat"
|
||||
desc = "Strange-looking hat-wear, makes you want to cast fireballs."
|
||||
icon_state = "marisa"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
unacidable = 0
|
||||
burn_state = FLAMMABLE
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/marisa/fake
|
||||
name = "witch robe"
|
||||
desc = "Magic is all about the spell power, ZE!"
|
||||
icon_state = "marisa"
|
||||
item_state = "marisarobe"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
unacidable = 0
|
||||
burn_state = FLAMMABLE
|
||||
Reference in New Issue
Block a user