durathread armor kits
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44
code/game/objects/items/armor_kits.dm
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44
code/game/objects/items/armor_kits.dm
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// Armor kits! Reinforcing uniforms to maintain fashion and also armor capabilities.
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/obj/item/armorkit
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name = "durathread armor kit"
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desc = "A glorified sewing kit with durathread sheets, thread, and a titanium needle, for reinforcing jumpsuits and uniforms."
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icon = 'icons/obj/clothing/reinf_kits.dmi'
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w_class = WEIGHT_CLASS_SMALL
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icon_state = "durathread_kit" // shoutout to my guy Toriate for being good at sprites tho
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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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used = TRUE
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if(C.armor.laser < 10)
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C.armor.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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used = TRUE
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if(C.armor.acid < 10)
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C.armor.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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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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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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return
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else
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return
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