Replaces adding goliath plates to clothing and APLUs with a customizable tracking component (#37525)
add: Amount of goliath plates is now shown in examine for explorer suits and mining hardsuits. I was peeved by being unable to tell whether the armour is upgraded or not except by trying to stick more plates on it. I think a more correct way would be to add a plate amount var to these items similarly to APLU plating and then have description mention their amount and, for added transparency, that it's possible to improve it if there's 0 plates. Please point the errors/wrongs in it, since "current armour value minus constant divided by value each plate adds" is rather clunky code.
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@@ -126,7 +126,7 @@
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if(user.transferItemToLoc(I, src))
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jetpack = I
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to_chat(user, "<span class='notice'>You successfully install the jetpack into [src].</span>")
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return
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else if(istype(I, /obj/item/screwdriver))
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if(!jetpack)
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to_chat(user, "<span class='warning'>[src] has no jetpack installed.</span>")
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@@ -139,6 +139,8 @@
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jetpack.forceMove(drop_location())
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jetpack = null
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to_chat(user, "<span class='notice'>You successfully remove the jetpack from [src].</span>")
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return
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return ..()
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/obj/item/clothing/suit/space/hardsuit/equipped(mob/user, slot)
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@@ -237,6 +239,9 @@
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brightness_on = 7
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allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
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/obj/item/clothing/head/helmet/space/hardsuit/mining/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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/obj/item/clothing/suit/space/hardsuit/mining
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icon_state = "hardsuit-mining"
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@@ -250,6 +255,10 @@
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
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heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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/obj/item/clothing/suit/space/hardsuit/mining/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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//Syndicate hardsuit
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/obj/item/clothing/head/helmet/space/hardsuit/syndi
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name = "blood-red hardsuit helmet"
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@@ -25,6 +25,14 @@
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armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
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resistance_flags = FIRE_PROOF
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/obj/item/clothing/suit/hooded/explorer/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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/obj/item/clothing/head/hooded/explorer/Initialize()
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. = ..()
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AddComponent(/datum/component/armor_plate)
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/obj/item/clothing/mask/gas/explorer
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name = "explorer gas mask"
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desc = "A military-grade gas mask that can be connected to an air supply."
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@@ -9,38 +9,4 @@
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novariants = FALSE
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flags_1 = NOBLUDGEON_1
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w_class = WEIGHT_CLASS_NORMAL
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layer = MOB_LAYER
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var/static/list/goliath_platable_armor_typecache = typecacheof(list(
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/obj/item/clothing/head/helmet/space/hardsuit/mining,
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/obj/item/clothing/suit/space/hardsuit/mining,
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/obj/item/clothing/head/hooded/explorer,
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/obj/item/clothing/suit/hooded/explorer))
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/obj/item/stack/sheet/animalhide/goliath_hide/afterattack(atom/target, mob/user, proximity_flag)
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if(!proximity_flag)
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return
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if(is_type_in_typecache(target, goliath_platable_armor_typecache))
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var/obj/item/clothing/C = target
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if(C.armor.melee < 60)
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C.armor = C.armor.setRating(melee = min(C.armor.melee + 10, 60))
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to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
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use(1)
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else
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to_chat(user, "<span class='warning'>You can't improve [C] any further!</span>")
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else if(istype(target, /obj/mecha/working/ripley))
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var/obj/mecha/working/ripley/D = target
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if(D.hides < 3)
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D.hides++
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D.armor = D.armor.setRating(\
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melee = min(D.armor.melee + 10, 70),\
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bullet = min(D.armor.bullet + 5, 50),\
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laser = min(D.armor.laser + 5, 50))
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to_chat(user, "<span class='info'>You strengthen [target], improving its resistance against melee attacks.</span>")
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D.update_icon()
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if(D.hides == 3)
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D.desc = "Autonomous Power Loader Unit. It's wearing a fearsome carapace entirely composed of goliath hide plates - its pilot must be an experienced monster hunter."
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else
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D.desc = "Autonomous Power Loader Unit. Its armour is enhanced with some goliath hide plates."
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use(1)
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else
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to_chat(user, "<span class='warning'>You can't improve [D] any further!</span>")
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layer = MOB_LAYER
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