Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit655
This commit is contained in:
@@ -3,6 +3,7 @@
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resistance_flags = FLAMMABLE
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max_integrity = 200
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integrity_failure = 0.4
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block_priority = BLOCK_PRIORITY_CLOTHING
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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var/flash_protect = 0 //What level of bright light protection item has. 1 = Flashers, Flashes, & Flashbangs | 2 = Welding | -1 = OH GOD WELDING BURNT OUT MY RETINAS
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var/tint = 0 //Sets the item's level of visual impairment tint, normally set to the same as flash_protect
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@@ -177,11 +177,11 @@
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/obj/item/clothing/gloves/color/latex/equipped(mob/user, slot)
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..()
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if(slot == SLOT_GLOVES)
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ADD_TRAIT(user, carrytrait, CLOTHING_TRAIT)
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ADD_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/color/latex/dropped(mob/user)
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..()
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REMOVE_TRAIT(user, carrytrait, CLOTHING_TRAIT)
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REMOVE_TRAIT(user, carrytrait, GLOVE_TRAIT)
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/obj/item/clothing/gloves/color/latex/nitrile
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name = "nitrile gloves"
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@@ -11,6 +11,135 @@
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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strip_mod = 0.9
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/obj/item/clothing/gloves/fingerless/pugilist
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name = "armwraps"
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desc = "A series of armwraps. Makes you pretty keen to start punching people."
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icon_state = "armwraps"
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item_state = "armwraps"
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body_parts_covered = ARMS
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cold_protection = ARMS
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strip_delay = 300 //you can't just yank them off
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///Extra damage through the punch.
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var/enhancement = 0 //it's a +0 to your punches because it isn't magical
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///Main trait added by the gloves to the user on wear.
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var/inherited_trait = TRAIT_NOGUNS //what are you, dishonoroable?
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///Secondary trait added by the gloves to the user on wear.
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var/secondary_trait = TRAIT_FEARLESS //what are you, a coward?
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/obj/item/clothing/gloves/fingerless/pugilist/equipped(mob/user, slot)
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. = ..()
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if(slot == SLOT_GLOVES)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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ADD_TRAIT(H, TRAIT_PUGILIST, GLOVE_TRAIT)
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ADD_TRAIT(H, inherited_trait, GLOVE_TRAIT)
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ADD_TRAIT(H, secondary_trait, GLOVE_TRAIT)
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H.dna.species.punchdamagehigh += enhancement
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H.dna.species.punchdamagelow += enhancement
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/obj/item/clothing/gloves/fingerless/pugilist/dropped(mob/user)
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REMOVE_TRAIT(user, TRAIT_PUGILIST, GLOVE_TRAIT)
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REMOVE_TRAIT(user, inherited_trait, GLOVE_TRAIT)
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REMOVE_TRAIT(user, secondary_trait, GLOVE_TRAIT)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.dna.species.punchdamagehigh = initial(H.dna.species.punchdamagehigh)
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H.dna.species.punchdamagelow = initial(H.dna.species.punchdamagelow)
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return ..()
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/obj/item/clothing/gloves/fingerless/pugilist/chaplain
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name = "armwraps of unyielding resolve"
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desc = "A series of armwraps, soaked in holy water. Makes you pretty keen to smite evil magic users."
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resistance_flags = FIRE_PROOF | ACID_PROOF
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enhancement = 1 //It is not magic that makes you punch harder, but force of will. Trust me.
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secondary_trait = TRAIT_ANTIMAGIC
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var/chaplain_spawnable = TRUE
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/obj/item/clothing/gloves/fingerless/pugilist/chaplain/Initialize()
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. = ..()
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AddComponent(/datum/component/anti_magic, TRUE, TRUE, FALSE, null, null, FALSE)
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/obj/item/clothing/gloves/fingerless/pugilist/magic
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name = "armwraps of mighty fists"
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desc = "A series of armwraps. Makes you pretty keen to go adventuring and punch dragons."
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resistance_flags = FIRE_PROOF | ACID_PROOF //magic items are harder to damage with energy this is a dnd joke okay?
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enhancement = 1 //They're +1!
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/obj/item/clothing/gloves/fingerless/pugilist/hungryghost
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name = "armwraps of the hungry ghost"
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desc = "A series of blackened, bloodstained armwraps stitched with strange geometric symbols. Makes you pretty keen to commit horrible acts against the living through bloody carnage."
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icon_state = "narsiearmwraps"
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item_state = "narsiearmwraps"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
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enhancement = 3
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secondary_trait = TRAIT_KI_VAMPIRE
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/obj/item/clothing/gloves/fingerless/pugilist/brassmountain
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name = "armbands of the brass mountain"
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desc = "A series of scolding hot brass armbands. Makes you pretty keen to bring the light to the unenlightened through unmitigated violence."
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icon_state = "ratvararmwraps"
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item_state = "ratvararmwraps"
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list("melee" = 10, "bullet" = 0, "laser" = -10, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
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enhancement = 4 //The artifice of Ratvar is unmatched except when it is.
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secondary_trait = TRAIT_STRONG_GRABBER
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/obj/item/clothing/gloves/fingerless/pugilist/rapid
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name = "Bands of the North Star"
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desc = "The armbands of a deadly martial artist. Makes you pretty keen to put an end to evil in an extremely violent manner."
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icon_state = "rapid"
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item_state = "rapid"
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enhancement = 10 //omae wa mou shindeiru
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var/warcry = "AT"
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secondary_trait = TRAIT_NOSOFTCRIT //basically extra health
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/Initialize()
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, GLOVE_TRAIT)
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/Touch(atom/target, proximity = TRUE)
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if(!isliving(target))
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return
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var/mob/living/M = loc
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M.changeNext_move(CLICK_CD_RAPID)
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if(warcry)
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M.say("[warcry]", ignore_spam = TRUE, forced = TRUE)
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return FALSE
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/AltClick(mob/user)
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var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
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if(input)
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warcry = input
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug
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name = "Hugs of the North Star"
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desc = "The armbands of a humble friend. Makes you pretty keen to go let everyone know how much you appreciate them!"
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warcry = "owo" //Shouldn't ever come into play
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enhancement = 0
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secondary_trait = TRAIT_PACIFISM //You are only here to hug and be friends!
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug/Touch(mob/target, proximity = TRUE)
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if(!isliving(target))
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return
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var/mob/living/M = loc
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if(M.a_intent != INTENT_HELP)
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return FALSE
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if(target.stat != CONSCIOUS) //Can't hug people who are dying/dead
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return FALSE
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else
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M.changeNext_move(CLICK_CD_RAPID)
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return FALSE
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/obj/item/clothing/gloves/fingerless/pugilist/rapid/hug/AltClick(mob/user)
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return FALSE
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/obj/item/clothing/gloves/botanic_leather
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name = "botanist's leather gloves"
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desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm."
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@@ -57,54 +186,6 @@
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resistance_flags = NONE
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armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
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/obj/item/clothing/gloves/rapid
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name = "Gloves of the North Star"
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desc = "Just looking at these fills you with an urge to beat the shit out of people. Violently."
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icon_state = "rapid"
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item_state = "rapid"
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transfer_prints = TRUE
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var/warcry = "AT"
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/obj/item/clothing/gloves/rapid/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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M.changeNext_move(CLICK_CD_RAPID)
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M.adjustStaminaLoss(-3.5) // used to be -2 with some comment about stamina buffer management but *shrug -hatterhat
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if(warcry)
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M.say("[warcry]", ignore_spam = TRUE, forced = "north star warcry")
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.= FALSE
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/obj/item/clothing/gloves/rapid/attack_self(mob/user)
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var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
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if(input)
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warcry = input
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/obj/item/clothing/gloves/rapid/hug
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name = "Hugs of the North Star"
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desc = "Just looking at these fills you with an urge to hug the shit out of people. In a very friendly manner."
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warcry = "owo" //Shouldn't ever come into play
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/obj/item/clothing/gloves/rapid/hug/Touch(mob/living/target,proximity = TRUE)
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if(!istype(target))
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return
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var/mob/living/M = loc
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if(M.a_intent == INTENT_HELP)
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if(target.health >= 0 && !HAS_TRAIT(target, TRAIT_FAKEDEATH)) //Can't hug people who are dying/dead
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if(target.on_fire || target.lying) //No spamming extinguishing, helping them up, or other non-hugging/patting help interactions
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return
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else
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M.changeNext_move(CLICK_CD_RAPID)
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. = FALSE
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/obj/item/clothing/gloves/rapid/hug/attack_self(mob/user)
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return FALSE
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/obj/item/clothing/gloves/thief
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name = "black gloves"
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desc = "Gloves made with completely frictionless, insulated cloth, easier to steal from people with."
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@@ -115,4 +196,4 @@
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strip_delay = 80
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transfer_prints = FALSE
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strip_mod = 5
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strip_silence = TRUE
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strip_silence = TRUE
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@@ -184,14 +184,15 @@
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/obj/item/clothing/head/wig
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name = "wig"
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desc = "A bunch of hair without a head attached."
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icon_state = ""
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item_state = "pwig"
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icon = 'icons/mob/human_face.dmi' // default icon for all hairs
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icon_state = "hair_vlong"
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flags_inv = HIDEHAIR
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color = "#000"
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var/hair_style = "Very Long Hair"
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var/hair_color = "#000"
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/obj/item/clothing/head/wig/Initialize(mapload)
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. = ..()
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icon_state = "" //Shitty hack that i dont know if it is even neccesary to deal with the vendor stack exception
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||||
update_icon()
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/obj/item/clothing/head/wig/update_icon_state()
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||||
@@ -199,14 +200,9 @@
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||||
if(!S)
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icon = 'icons/obj/clothing/hats.dmi'
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||||
icon_state = "pwig"
|
||||
|
||||
/obj/item/clothing/head/wig/update_overlays()
|
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. = ..()
|
||||
var/datum/sprite_accessory/S = GLOB.hair_styles_list[hair_style]
|
||||
if(S)
|
||||
var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state, color = hair_color)
|
||||
M.appearance_flags |= RESET_COLOR
|
||||
. += M
|
||||
else
|
||||
icon = S.icon
|
||||
icon_state = S.icon_state
|
||||
|
||||
/obj/item/clothing/head/wig/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
|
||||
. = list()
|
||||
@@ -216,12 +212,12 @@
|
||||
return
|
||||
var/mutable_appearance/M = mutable_appearance(S.icon, S.icon_state,layer = -HAIR_LAYER)
|
||||
M.appearance_flags |= RESET_COLOR
|
||||
M.color = hair_color
|
||||
M.color = color
|
||||
. += M
|
||||
|
||||
/obj/item/clothing/head/wig/random/Initialize(mapload)
|
||||
hair_style = pick(GLOB.hair_styles_list - "Bald") //Don't want invisible wig
|
||||
hair_color = "#[random_short_color()]"
|
||||
color = "#[random_short_color()]"
|
||||
. = ..()
|
||||
|
||||
/obj/item/clothing/head/bronze
|
||||
|
||||
@@ -423,6 +423,10 @@
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/wizard/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/spellcasting, SPELL_WIZARD_HAT, ITEM_SLOT_HEAD)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/wizard
|
||||
icon_state = "hardsuit-wiz"
|
||||
name = "gem-encrusted hardsuit"
|
||||
@@ -437,9 +441,10 @@
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/wizard
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/wizard/Initialize()
|
||||
/obj/item/clothing/suit/space/hardsuit/wizard/ComponentInitialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/anti_magic, TRUE, FALSE, FALSE, ITEM_SLOT_OCLOTHING, INFINITY, FALSE)
|
||||
AddElement(/datum/element/spellcasting, SPELL_WIZARD_ROBE, ITEM_SLOT_OCLOTHING)
|
||||
|
||||
//Medical hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/medical
|
||||
@@ -758,7 +763,13 @@
|
||||
if(!allowed)
|
||||
allowed = GLOB.advanced_hardsuit_allowed
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(current_charges > 0)
|
||||
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
|
||||
block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + current_charges
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
recharge_cooldown = world.time + recharge_delay
|
||||
if(current_charges > 0)
|
||||
var/datum/effect_system/spark_spread/s = new
|
||||
@@ -772,8 +783,8 @@
|
||||
owner.visible_message("[owner]'s shield overloads!")
|
||||
shield_state = "broken"
|
||||
owner.update_inv_wear_suit()
|
||||
return 1
|
||||
return 0
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
|
||||
return BLOCK_NONE
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
@@ -455,7 +455,8 @@ Contains:
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
|
||||
strip_delay = 65
|
||||
|
||||
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
/obj/item/clothing/suit/space/fragile/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
. = ..()
|
||||
if(!torn && prob(50) && damage >= 5)
|
||||
to_chat(owner, "<span class='warning'>[src] tears from the damage, breaking the air-tight seal!</span>")
|
||||
clothing_flags &= ~STOPSPRESSUREDAMAGE
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
/obj/item/clothing/suit
|
||||
icon = 'icons/obj/clothing/suits.dmi'
|
||||
name = "suit"
|
||||
block_priority = BLOCK_PRIORITY_WEAR_SUIT
|
||||
var/fire_resist = T0C+100
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
|
||||
@@ -173,12 +173,13 @@
|
||||
armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
var/hit_reflect_chance = 40
|
||||
var/list/protected_zones = list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_GROIN)
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect(def_zone)
|
||||
if(!(def_zone in list(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_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/laserproof/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(def_zone in protected_zones)
|
||||
if(prob(hit_reflect_chance))
|
||||
return BLOCK_SHOULD_REDIRECT | BLOCK_REDIRECTED | BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/det_suit
|
||||
name = "detective's armor vest"
|
||||
|
||||
@@ -36,8 +36,8 @@
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
hit_reaction_chance = 50 // Only on the chest yet blocks all attacks?
|
||||
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
|
||||
var/hit_reaction_chance = 50
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
|
||||
active = !(active)
|
||||
@@ -62,6 +62,14 @@
|
||||
item_state = "reactiveoff"
|
||||
reactivearmor_cooldown = world.time + 200
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(!active)
|
||||
return BLOCK_NONE
|
||||
return block_action(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
return BLOCK_NONE
|
||||
|
||||
//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"
|
||||
@@ -71,18 +79,15 @@
|
||||
var/rad_amount_before = 120
|
||||
reactivearmor_cooldown_duration = 100
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
. = FALSE
|
||||
if(!active)
|
||||
return
|
||||
/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
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>")
|
||||
playsound(get_turf(owner),'sound/magic/blink.ogg', 100, 1)
|
||||
var/list/turfs = new/list()
|
||||
playsound(get_turf(owner), 'sound/magic/blink.ogg', 100, 1)
|
||||
var/list/turfs = new
|
||||
var/turf/old = get_turf(src)
|
||||
for(var/turf/T in orange(tele_range, H))
|
||||
if(T.density)
|
||||
@@ -101,7 +106,9 @@
|
||||
radiation_pulse(old, rad_amount_before)
|
||||
radiation_pulse(src, rad_amount)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return TRUE
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_PASSTHROUGH
|
||||
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT | BLOCK_TARGET_DODGED
|
||||
return BLOCK_NONE
|
||||
|
||||
//Fire
|
||||
|
||||
@@ -109,9 +116,7 @@
|
||||
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, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(!active)
|
||||
return 0
|
||||
/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
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!</span>")
|
||||
@@ -124,8 +129,8 @@
|
||||
C.IgniteMob()
|
||||
owner.fire_stacks = -20
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return 0
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return BLOCK_NONE
|
||||
|
||||
//Stealth
|
||||
|
||||
@@ -134,9 +139,7 @@
|
||||
reactivearmor_cooldown_duration = 65
|
||||
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, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(!active)
|
||||
return 0
|
||||
/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
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!</span>")
|
||||
@@ -150,7 +153,8 @@
|
||||
spawn(40)
|
||||
owner.alpha = initial(owner.alpha)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return BLOCK_NONE
|
||||
|
||||
//Tesla
|
||||
|
||||
@@ -175,9 +179,7 @@
|
||||
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
|
||||
user.flags_1 |= TESLA_IGNORE_1
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(!active)
|
||||
return FALSE
|
||||
/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(prob(hit_reaction_chance))
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
@@ -196,7 +198,8 @@
|
||||
M.adjustFireLoss(legacy_dmg)
|
||||
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return TRUE
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return NONE
|
||||
|
||||
//Repulse
|
||||
|
||||
@@ -205,9 +208,7 @@
|
||||
reactivearmor_cooldown_duration = 20
|
||||
desc = "An experimental suit of armor that violently throws back attackers."
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(!active)
|
||||
return 0
|
||||
/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(prob(hit_reaction_chance))
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
|
||||
@@ -234,7 +235,8 @@
|
||||
AM.throw_at(throwtarget,10,1)
|
||||
safety--
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return BLOCK_NONE
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table
|
||||
name = "reactive table armor"
|
||||
@@ -242,9 +244,7 @@
|
||||
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, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
if(!active)
|
||||
return 0
|
||||
/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
if(prob(hit_reaction_chance))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
if(world.time < reactivearmor_cooldown)
|
||||
@@ -270,8 +270,8 @@
|
||||
H.forceMove(picked)
|
||||
new /obj/structure/table(get_turf(owner))
|
||||
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
|
||||
return 1
|
||||
return 0
|
||||
return BLOCK_SUCCESS | BLOCK_PHYSICAL_INTERNAL
|
||||
return BLOCK_NONE
|
||||
|
||||
/obj/item/clothing/suit/armor/reactive/table/emp_act()
|
||||
return
|
||||
|
||||
@@ -9,6 +9,12 @@
|
||||
equip_delay_other = 50
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
var/magic_flags = SPELL_WIZARD_HAT
|
||||
|
||||
/obj/item/clothing/head/wizard/ComponentInitialize()
|
||||
. = ..()
|
||||
if(magic_flags)
|
||||
AddElement(/datum/element/spellcasting, magic_flags, ITEM_SLOT_HEAD)
|
||||
|
||||
/obj/item/clothing/head/wizard/red
|
||||
name = "red wizard hat"
|
||||
@@ -36,7 +42,7 @@
|
||||
permeability_coefficient = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
dog_fashion = /datum/dog_fashion/head/blue_wizard
|
||||
magic_flags = NONE
|
||||
|
||||
/obj/item/clothing/head/wizard/marisa
|
||||
name = "witch hat"
|
||||
@@ -50,6 +56,7 @@
|
||||
icon_state = "magus"
|
||||
item_state = "magus"
|
||||
dog_fashion = null
|
||||
magic_flags = SPELL_WIZARD_HAT|SPELL_CULT_HELMET
|
||||
|
||||
/obj/item/clothing/head/wizard/santa
|
||||
name = "Santa's hat"
|
||||
@@ -72,6 +79,12 @@
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/magic_flags = SPELL_WIZARD_ROBE
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/ComponentInitialize()
|
||||
. = ..()
|
||||
if(magic_flags)
|
||||
AddElement(/datum/element/spellcasting, magic_flags, ITEM_SLOT_OCLOTHING)
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/red
|
||||
name = "red wizard robe"
|
||||
@@ -102,13 +115,14 @@
|
||||
desc = "A set of armored robes that seem to radiate a dark power."
|
||||
icon_state = "magusblue"
|
||||
item_state = "magusblue"
|
||||
magic_flags = SPELL_WIZARD_ROBE|SPELL_CULT_ARMOR
|
||||
|
||||
/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"
|
||||
|
||||
magic_flags = SPELL_WIZARD_ROBE|SPELL_CULT_ARMOR
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/santa
|
||||
name = "Santa's suit"
|
||||
@@ -117,33 +131,27 @@
|
||||
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, "fire" = 0, "acid" = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
/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, "fire" = 0, "acid" = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
/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, "fire" = 0, "acid" = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/paper
|
||||
name = "papier-mache robe" // no non-latin characters!
|
||||
@@ -198,6 +206,10 @@
|
||||
slowdown = 0
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/wizard/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/spellcasting, SPELL_WIZARD_HAT, ITEM_SLOT_HEAD)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
|
||||
name = "battlemage helmet"
|
||||
desc = "A suitably impressive helmet.."
|
||||
@@ -209,6 +221,10 @@
|
||||
actions_types = null //No inbuilt light
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/ComponentInitialize()
|
||||
. = ..()
|
||||
AddElement(/datum/element/spellcasting, SPELL_WIZARD_ROBE, ITEM_SLOT_OCLOTHING)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard/attack_self(mob/user)
|
||||
return
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
name = "under"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
permeability_coefficient = 0.9
|
||||
block_priority = BLOCK_PRIORITY_UNIFORM
|
||||
slot_flags = ITEM_SLOT_ICLOTHING
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
|
||||
@@ -76,9 +76,11 @@
|
||||
name = "ancient jumpsuit"
|
||||
desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
|
||||
|
||||
/obj/item/clothing/under/color/grey/glorf/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
|
||||
owner.forcesay(GLOB.hit_appends)
|
||||
return 0
|
||||
/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
. = ..()
|
||||
if(ishuman(owner))
|
||||
var/mob/living/carbon/human/H = owner
|
||||
H.forcesay(GLOB.hit_appends)
|
||||
|
||||
/obj/item/clothing/under/color/blue
|
||||
name = "blue jumpsuit"
|
||||
|
||||
@@ -10,7 +10,6 @@
|
||||
icon_state = "explorer_envirosuit"
|
||||
item_state = "explorer_envirosuit"
|
||||
|
||||
|
||||
/obj/item/clothing/under/plasmaman/chef
|
||||
name = "chef's plasma envirosuit"
|
||||
desc = "A white plasmaman envirosuit designed for cullinary practices. One might question why a member of a species that doesn't need to eat would become a chef."
|
||||
@@ -59,6 +58,8 @@
|
||||
icon_state = "captain_envirosuit"
|
||||
item_state = "captain_envirosuit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/plasmaman/mime
|
||||
name = "mime envirosuit"
|
||||
@@ -85,4 +86,4 @@
|
||||
H.visible_message("<span class='warning'>[H]'s suit spews out a tonne of space lube!</span>","<span class='warning'>Your suit spews out a tonne of space lube!</span>")
|
||||
H.ExtinguishMob()
|
||||
new /obj/effect/particle_effect/foam(loc) //Truely terrifying.
|
||||
return FALSE
|
||||
return FALSE
|
||||
|
||||
@@ -4,6 +4,8 @@
|
||||
icon_state = "security_envirosuit"
|
||||
item_state = "security_envirosuit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/plasmaman/security/warden
|
||||
name = "warden plasma envirosuit"
|
||||
|
||||
@@ -9,7 +9,6 @@
|
||||
name = "sensible suitskirt"
|
||||
icon_state = "red_suit_skirt"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
can_adjust = FALSE
|
||||
fitted = FEMALE_UNIFORM_TOP
|
||||
|
||||
/obj/item/clothing/under/rank/civilian/curator/treasure_hunter
|
||||
@@ -31,5 +30,4 @@
|
||||
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
|
||||
can_adjust = FALSE
|
||||
resistance_flags = NONE
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
icon_state = "director_skirt"
|
||||
item_state = "lb_suit"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
can_adjust = FALSE
|
||||
fitted = FEMALE_UNIFORM_TOP
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/research_director/alt
|
||||
|
||||
@@ -8,6 +8,11 @@
|
||||
/*
|
||||
* Security
|
||||
*/
|
||||
/obj/item/clothing/under/rank/security
|
||||
strip_delay = 50
|
||||
alt_covers_chest = TRUE
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/security/officer
|
||||
name = "security jumpsuit"
|
||||
@@ -15,10 +20,6 @@
|
||||
icon_state = "rsecurity"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
strip_delay = 50
|
||||
alt_covers_chest = TRUE
|
||||
sensor_mode = SENSOR_COORDS
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/security/officer/grey
|
||||
name = "grey security jumpsuit"
|
||||
@@ -66,10 +67,6 @@
|
||||
icon_state = "rwarden"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
strip_delay = 50
|
||||
alt_covers_chest = TRUE
|
||||
sensor_mode = 3
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/security/warden/grey
|
||||
name = "grey security suit"
|
||||
@@ -103,10 +100,6 @@
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
|
||||
strip_delay = 50
|
||||
alt_covers_chest = TRUE
|
||||
sensor_mode = 3
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/security/detective/skirt
|
||||
name = "detective's suitskirt"
|
||||
@@ -122,7 +115,6 @@
|
||||
desc = "A hard-boiled private investigator's grey suit, complete with tie clip."
|
||||
icon_state = "greydet"
|
||||
item_state = "greydet"
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
/obj/item/clothing/under/rank/security/detective/grey/skirt
|
||||
name = "noir suitskirt"
|
||||
@@ -144,9 +136,6 @@
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
strip_delay = 60
|
||||
alt_covers_chest = TRUE
|
||||
sensor_mode = 3
|
||||
random_sensor = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
name = "head of security's jumpskirt"
|
||||
@@ -183,7 +172,6 @@
|
||||
name = "head of security's formal uniform"
|
||||
icon_state = "hosblueclothes"
|
||||
item_state = "hosblueclothes"
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/parade
|
||||
name = "head of security's parade uniform"
|
||||
@@ -198,4 +186,3 @@
|
||||
icon_state = "hos_parade_fem"
|
||||
item_state = "r_suit"
|
||||
fitted = FEMALE_UNIFORM_TOP
|
||||
can_adjust = FALSE
|
||||
|
||||
Reference in New Issue
Block a user