Quote the armor lists

This commit is contained in:
Jordan Brown
2018-02-16 01:25:42 -05:00
committed by CitadelStationBot
parent 757df53aa3
commit f9353da855
148 changed files with 1112 additions and 349 deletions
+1 -1
View File
@@ -114,7 +114,7 @@ Class Procs:
/obj/machinery/Initialize()
if(!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
. = ..()
GLOB.machines += src
+1 -1
View File
@@ -6,7 +6,7 @@
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
anchored = TRUE
max_integrity = 200
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/uses = 20
var/cooldown = 0
+1 -1
View File
@@ -10,7 +10,7 @@
var/device_type = null
var/id = null
var/initialized_button = 0
armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 2
+1 -1
View File
@@ -14,7 +14,7 @@
resistance_flags = FIRE_PROOF
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
max_integrity = 100
integrity_failure = 50
var/list/network = list("SS13")
+1 -1
View File
@@ -9,7 +9,7 @@
active_power_usage = 300
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
var/processing = FALSE
var/brightness_on = 2
var/icon_keyboard = "generic_key"
+1 -1
View File
@@ -104,7 +104,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0)
var/deploy_time = 40
var/deploy_message = TRUE
+1 -1
View File
@@ -489,7 +489,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 180
damage_deflection = 5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
//Pinion airlocks: Clockwork doors that only let servants of Ratvar through.
/obj/machinery/door/airlock/clockwork
+1 -1
View File
@@ -9,7 +9,7 @@
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
+1 -1
View File
@@ -6,7 +6,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
var/password = "Swordfish"
+1 -1
View File
@@ -11,7 +11,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
+1 -1
View File
@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
visible = FALSE
flags_1 = ON_BORDER_1
opacity = 0
+1 -1
View File
@@ -19,7 +19,7 @@
anchored = TRUE
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
+1 -1
View File
@@ -39,7 +39,7 @@ Possible to do for anyone motivated enough:
idle_power_usage = 5
active_power_usage = 100
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
circuit = /obj/item/circuitboard/machine/holopad
var/list/masters //List of living mobs that use the holopad
var/list/holorays //Holoray-mob link.
+1 -1
View File
@@ -10,7 +10,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 300
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/machinery/igniter/attack_ai(mob/user)
+1 -1
View File
@@ -11,7 +11,7 @@
layer = LOW_OBJ_LAYER
anchored = TRUE
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
+1 -1
View File
@@ -186,7 +186,7 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
max_integrity = 200
integrity_failure = 50
var/screen = 0
@@ -31,7 +31,7 @@
max_integrity = 160 //the turret's health
integrity_failure = 80
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
var/locked = TRUE //if the turret's behaviour control access is locked
var/controllock = 0 //if the turret responds to control panels
+1 -1
View File
@@ -55,7 +55,7 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
max_integrity = 300
armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/obj/machinery/requests_console/power_change()
..()
+1 -1
View File
@@ -11,7 +11,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 10)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
circuit = /obj/item/circuitboard/machine/space_heater
var/obj/item/stock_parts/cell/cell
var/on = FALSE
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/*
The equivalent of the server, for PDA and request console messages.
Without it, PDA and request console messages cannot be transmitted.
@@ -179,3 +180,186 @@
else
priority = "Undetermined"
=======
/*
The equivalent of the server, for PDA and request console messages.
Without it, PDA and request console messages cannot be transmitted.
PDAs require the rest of the telecomms setup, but request consoles only
require the message server.
*/
// A decorational representation of SSblackbox, usually placed alongside the message server.
/obj/machinery/blackbox_recorder
icon = 'icons/obj/stationobjs.dmi'
icon_state = "blackbox"
name = "Blackbox Recorder"
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
// The message server itself.
/obj/machinery/telecomms/message_server
icon = 'icons/obj/machines/research.dmi'
icon_state = "server"
name = "Messaging Server"
desc = "A machine that attempts to gather the secret knowledge of the universe."
density = TRUE
anchored = TRUE
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
id = "Messaging Server"
network = "tcommsat"
autolinkers = list("common")
var/list/datum/data_pda_msg/pda_msgs = list()
var/list/datum/data_rc_msg/rc_msgs = list()
var/decryptkey
/obj/machinery/telecomms/message_server/Initialize()
. = ..()
if (!decryptkey)
decryptkey = GenerateKey()
pda_msgs += new /datum/data_pda_msg("System Administrator", "system", "This is an automated message. The messaging system is functioning correctly.")
/obj/machinery/telecomms/message_server/Destroy()
for(var/obj/machinery/computer/message_monitor/monitor in GLOB.telecomms_list)
if(monitor.linkedServer && monitor.linkedServer == src)
monitor.linkedServer = null
. = ..()
/obj/machinery/telecomms/message_server/proc/GenerateKey()
var/newKey
newKey += pick("the", "if", "of", "as", "in", "a", "you", "from", "to", "an", "too", "little", "snow", "dead", "drunk", "rosebud", "duck", "al", "le")
newKey += pick("diamond", "beer", "mushroom", "assistant", "clown", "captain", "twinkie", "security", "nuke", "small", "big", "escape", "yellow", "gloves", "monkey", "engine", "nuclear", "ai")
newKey += pick("1", "2", "3", "4", "5", "6", "7", "8", "9", "0")
return newKey
/obj/machinery/telecomms/message_server/process()
if(toggled && (stat & (BROKEN|NOPOWER)))
toggled = FALSE
update_icon()
/obj/machinery/telecomms/message_server/receive_information(datum/signal/subspace/pda/signal, obj/machinery/telecomms/machine_from)
// can't log non-PDA signals
if(!istype(signal) || !signal.data["message"] || !toggled)
return
// log the signal
var/datum/data_pda_msg/M = new(signal.format_target(), "[signal.data["name"]] ([signal.data["job"]])", signal.data["message"], signal.data["photo"])
pda_msgs += M
signal.logged = M
// pass it along to either the hub or the broadcaster
if(!relay_information(signal, /obj/machinery/telecomms/hub))
relay_information(signal, /obj/machinery/telecomms/broadcaster)
/obj/machinery/telecomms/message_server/update_icon()
if((stat & (BROKEN|NOPOWER)))
icon_state = "server-nopower"
else if (!toggled)
icon_state = "server-off"
else
icon_state = "server-on"
// PDA signal datum
/datum/signal/subspace/pda
frequency = FREQ_COMMON
server_type = /obj/machinery/telecomms/message_server
var/datum/data_pda_msg/logged
/datum/signal/subspace/pda/New(source, data)
src.source = source
src.data = data
var/turf/T = get_turf(source)
levels = list(T.z)
/datum/signal/subspace/pda/copy()
var/datum/signal/subspace/pda/copy = new(source, data.Copy())
copy.original = src
copy.levels = levels
return copy
/datum/signal/subspace/pda/proc/format_target()
if (length(data["targets"]) > 1)
return "Everyone"
return data["targets"][1]
/datum/signal/subspace/pda/proc/format_message()
if (logged && data["photo"])
return "\"[data["message"]]\" (<a href='byond://?src=[REF(logged)];photo=1'>Photo</a>)"
return "\"[data["message"]]\""
/datum/signal/subspace/pda/broadcast()
if (!logged) // Can only go through if a message server logs it
return
for (var/obj/item/device/pda/P in GLOB.PDAs)
if ("[P.owner] ([P.ownjob])" in data["targets"])
P.receive_message(src)
// Log datums stored by the message server.
/datum/data_pda_msg
var/sender = "Unspecified"
var/recipient = "Unspecified"
var/message = "Blank" // transferred message
var/icon/photo // attached photo
/datum/data_pda_msg/New(param_rec, param_sender, param_message, param_photo)
if(param_rec)
recipient = param_rec
if(param_sender)
sender = param_sender
if(param_message)
message = param_message
if(param_photo)
photo = param_photo
/datum/data_pda_msg/Topic(href,href_list)
..()
if(href_list["photo"])
var/mob/M = usr
M << browse_rsc(photo, "pda_photo.png")
M << browse("<html><head><title>PDA Photo</title></head>" \
+ "<body style='overflow:hidden;margin:0;text-align:center'>" \
+ "<img src='pda_photo.png' width='192' style='-ms-interpolation-mode:nearest-neighbor' />" \
+ "</body></html>", "window=pdaphoto;size=192x192")
onclose(M, "pdaphoto")
/datum/data_rc_msg
var/rec_dpt = "Unspecified" // receiving department
var/send_dpt = "Unspecified" // sending department
var/message = "Blank"
var/stamp = "Unstamped"
var/id_auth = "Unauthenticated"
var/priority = "Normal"
/datum/data_rc_msg/New(param_rec, param_sender, param_message, param_stamp, param_id_auth, param_priority)
if(param_rec)
rec_dpt = param_rec
if(param_sender)
send_dpt = param_sender
if(param_message)
message = param_message
if(param_stamp)
stamp = param_stamp
if(param_id_auth)
id_auth = param_id_auth
if(param_priority)
switch(param_priority)
if(1)
priority = "Normal"
if(2)
priority = "High"
if(3)
priority = "Extreme"
else
priority = "Undetermined"
>>>>>>> d282c60... Quote the armor lists (#35668)
+19 -19
View File
@@ -23,7 +23,7 @@
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
circuit = /obj/item/circuitboard/machine/vendor
var/active = 1 //No sales pitches if off!
var/vend_ready = 1 //Are we ready to vend?? Is it time??
@@ -652,7 +652,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/wirecutters = 1, /obj/item/cartridge/signal = 4)
contraband = list(/obj/item/device/assembly/timer = 2, /obj/item/device/assembly/voice = 2, /obj/item/device/assembly/health = 2)
product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!"
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/coffee
@@ -714,7 +714,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/food/drinks/coffee = 12,
/obj/item/tank/internals/emergency_oxygen = 6,
/obj/item/clothing/mask/breath = 6)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/cola
@@ -797,7 +797,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/cartridge/medical = 10, /obj/item/cartridge/engineering = 10, /obj/item/cartridge/security = 10,
/obj/item/cartridge/janitor = 10, /obj/item/cartridge/signal/toxins = 10, /obj/item/device/pda/heads = 10,
/obj/item/cartridge/captain = 3, /obj/item/cartridge/quartermaster = 10)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/liberationstation
@@ -814,7 +814,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/gun/ballistic/shotgun = 2, /obj/item/gun/ballistic/automatic/ar = 2)
premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2, /obj/item/ammo_box/magazine/m50 = 4, /obj/item/ammo_box/magazine/m45 = 2, /obj/item/ammo_box/magazine/m75 = 2)
contraband = list(/obj/item/clothing/under/patriotsuit = 1, /obj/item/bedsheet/patriot = 3)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/cigarette
@@ -854,7 +854,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/glass/bottle/toxin = 3, /obj/item/reagent_containers/syringe/antiviral = 6, /obj/item/reagent_containers/pill/salbutamol = 2, /obj/item/device/healthanalyzer = 4, /obj/item/device/sensor_device = 2, /obj/item/pinpointer/crew = 2)
contraband = list(/obj/item/reagent_containers/pill/tox = 3, /obj/item/reagent_containers/pill/morphine = 4, /obj/item/reagent_containers/pill/charcoal = 6)
premium = list(/obj/item/storage/box/hug/medical = 1, /obj/item/reagent_containers/hypospray/medipen = 3, /obj/item/storage/belt/medical = 3, /obj/item/wrench/medical = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
@@ -877,7 +877,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/pill/charcoal = 2,
/obj/item/reagent_containers/spray/medical/sterilizer = 1)
contraband = list(/obj/item/reagent_containers/pill/tox = 2, /obj/item/reagent_containers/pill/morphine = 2)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
refill_count = 1
@@ -893,7 +893,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/reagent_containers/food/snacks/donut = 12, /obj/item/storage/box/evidence = 6, /obj/item/device/flashlight/seclite = 4, /obj/item/restraints/legcuffs/bola/energy = 7)
contraband = list(/obj/item/clothing/glasses/sunglasses = 2, /obj/item/storage/fancy/donut_box = 2)
premium = list(/obj/item/coin/antagtoken = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/security/pre_throw(obj/item/I)
@@ -915,7 +915,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/reagent_containers/glass/bottle/nutrient/ez = 30, /obj/item/reagent_containers/glass/bottle/nutrient/l4z = 20, /obj/item/reagent_containers/glass/bottle/nutrient/rh = 10, /obj/item/reagent_containers/spray/pestspray = 20,
/obj/item/reagent_containers/syringe = 5, /obj/item/storage/bag/plants = 5, /obj/item/cultivator = 3, /obj/item/shovel/spade = 3, /obj/item/device/plant_analyzer = 4)
contraband = list(/obj/item/reagent_containers/glass/bottle/ammonia = 10, /obj/item/reagent_containers/glass/bottle/diethylamine = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/hydroseeds
@@ -936,7 +936,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/seeds/plump = 2, /obj/item/seeds/reishi = 2, /obj/item/seeds/cannabis = 3, /obj/item/seeds/starthistle = 2,
/obj/item/seeds/random = 2)
premium = list(/obj/item/reagent_containers/spray/waterflower = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/magivend
@@ -948,7 +948,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
product_ads = "FJKLFJSD;AJKFLBJAKL;1234 LOONIES LOL!;>MFW;Kill them fuckers!;GET DAT FUKKEN DISK;HONK!;EI NATH;Destroy the station!;Admin conspiracies since forever!;Space-time bending hardware!"
products = list(/obj/item/clothing/head/wizard = 1, /obj/item/clothing/suit/wizrobe = 1, /obj/item/clothing/head/wizard/red = 1, /obj/item/clothing/suit/wizrobe/red = 1, /obj/item/clothing/head/wizard/yellow = 1, /obj/item/clothing/suit/wizrobe/yellow = 1, /obj/item/clothing/shoes/sandal/magic = 1, /obj/item/staff = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/autodrobe
@@ -1005,7 +1005,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
icon_state = "dinnerware"
products = list(/obj/item/storage/bag/tray = 8, /obj/item/kitchen/fork = 6, /obj/item/kitchen/knife = 6, /obj/item/kitchen/rollingpin = 2, /obj/item/reagent_containers/food/drinks/drinkingglass = 8, /obj/item/clothing/suit/apron/chef = 2, /obj/item/reagent_containers/food/condiment/pack/ketchup = 5, /obj/item/reagent_containers/food/condiment/pack/hotsauce = 5, /obj/item/reagent_containers/food/condiment/saltshaker = 5, /obj/item/reagent_containers/food/condiment/peppermill = 5, /obj/item/reagent_containers/glass/bowl = 20)
contraband = list(/obj/item/kitchen/rollingpin = 2, /obj/item/kitchen/knife/butcher = 2)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/sovietsoda
@@ -1015,7 +1015,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem."
products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/soda = 30)
contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/cola = 20)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/tool
@@ -1041,7 +1041,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/clothing/gloves/color/fyellow = 2)
premium = list(
/obj/item/clothing/gloves/color/yellow = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/machinery/vending/engivend
@@ -1053,7 +1053,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
products = list(/obj/item/clothing/glasses/meson/engine = 2, /obj/item/device/multitool = 4, /obj/item/electronics/airlock = 10, /obj/item/electronics/apc = 10, /obj/item/electronics/airalarm = 10, /obj/item/stock_parts/cell/high = 10, /obj/item/construction/rcd/loaded = 3, /obj/item/device/geiger_counter = 5, /obj/item/grenade/chem_grenade/smart_metal_foam = 10)
contraband = list(/obj/item/stock_parts/cell/potato = 3)
premium = list(/obj/item/storage/belt/utility = 3, /obj/item/storage/box/smart_metal_foam = 1)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//This one's from bay12
@@ -1069,7 +1069,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/stock_parts/cell = 8, /obj/item/weldingtool = 8, /obj/item/clothing/head/welding = 8,
/obj/item/light/tube = 10, /obj/item/clothing/suit/fire = 4, /obj/item/stock_parts/scanning_module = 5, /obj/item/stock_parts/micro_laser = 5,
/obj/item/stock_parts/matter_bin = 5, /obj/item/stock_parts/manipulator = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//This one's from bay12
@@ -1083,7 +1083,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/stock_parts/cell/high = 12, /obj/item/device/assembly/prox_sensor = 3, /obj/item/device/assembly/signaler = 3, /obj/item/device/healthanalyzer = 3,
/obj/item/scalpel = 2, /obj/item/circular_saw = 2, /obj/item/tank/internals/anesthetic = 2, /obj/item/clothing/mask/breath/medical = 5,
/obj/item/screwdriver = 5, /obj/item/crowbar = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
//DON'T FORGET TO CHANGE THE REFILL SIZE IF YOU CHANGE THE MACHINE'S CONTENTS!
@@ -1147,7 +1147,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
@@ -1172,7 +1172,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
/obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted = 10,
/obj/item/toy/katana = 10,
/obj/item/twohanded/dualsaber/toy = 5)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/mecha/combat
force = 30
internal_damage_threshold = 50
armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
/obj/mecha/combat/moved_inside(mob/living/carbon/human/H)
if(..())
+25
View File
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/obj/mecha/combat/durand
desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms."
name = "\improper Durand"
@@ -20,3 +21,27 @@
..()
defense_action.Remove(user)
=======
/obj/mecha/combat/durand
desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms."
name = "\improper Durand"
icon_state = "durand"
step_in = 4
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
armor = list("melee" = 40, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
wreckage = /obj/structure/mecha_wreckage/durand
/obj/mecha/combat/durand/GrantActions(mob/living/user, human_occupant = 0)
..()
defense_action.Grant(user, src)
/obj/mecha/combat/durand/RemoveActions(mob/living/user, human_occupant = 0)
..()
defense_action.Remove(user)
>>>>>>> d282c60... Quote the armor lists (#35668)
+2 -2
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 6
wreckage = /obj/structure/mecha_wreckage/gygax
@@ -20,7 +20,7 @@
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 15
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 35000
leg_overload_coeff = 100
operation_req_access = list(ACCESS_SYNDICATE)
+1 -1
View File
@@ -6,7 +6,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_THEATRE)
+1 -1
View File
@@ -5,7 +5,7 @@
step_in = 5
max_integrity = 500
deflect_chance = 25
armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
+33
View File
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/obj/mecha/combat/phazon
desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials."
name = "\improper Phazon"
@@ -28,3 +29,35 @@
switch_damtype_action.Remove(user)
phasing_action.Remove(user)
=======
/obj/mecha/combat/phazon
desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials."
name = "\improper Phazon"
icon_state = "phazon"
step_in = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
add_req_access = 1
internal_damage_threshold = 25
force = 15
max_equip = 3
phase_state = "phazon-phase"
/obj/mecha/combat/phazon/GrantActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Grant(user, src)
phasing_action.Grant(user, src)
/obj/mecha/combat/phazon/RemoveActions(mob/living/user, human_occupant = 0)
..()
switch_damtype_action.Remove(user)
phasing_action.Remove(user)
>>>>>>> d282c60... Quote the armor lists (#35668)
+1 -1
View File
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
+1 -1
View File
@@ -34,7 +34,7 @@
var/overload_step_energy_drain_min = 100
max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)
var/obj/item/stock_parts/cell/cell
var/state = 0
+2 -2
View File
@@ -9,7 +9,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
@@ -65,7 +65,7 @@
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
+1 -1
View File
@@ -22,7 +22,7 @@ ARCD
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=100000)
req_access_txt = "11"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
+1 -1
View File
@@ -181,7 +181,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
throw_range = 5
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=75000, MAT_GLASS=37500)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/working = 0
+1 -1
View File
@@ -14,7 +14,7 @@ RSF
density = FALSE
anchored = FALSE
flags_1 = NOBLUDGEON_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
var/matter = 0
var/mode = 1
w_class = WEIGHT_CLASS_NORMAL
+1 -1
View File
@@ -98,7 +98,7 @@
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = SLOT_ID
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/mining_points = 0 //For redeeming at mining equipment vendors
var/list/access = list()
+1 -1
View File
@@ -14,7 +14,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
var/safety = TRUE //if you can zap people with the defibs on harm mode
+1 -1
View File
@@ -21,7 +21,7 @@ GLOBAL_LIST_EMPTY(PDAs)
flags_1 = NOBLUDGEON_1
w_class = WEIGHT_CLASS_TINY
slot_flags = SLOT_ID | SLOT_BELT
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -79,7 +79,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
var/obj/item/device/forcefield/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/device/forcefield/origin)
+1 -1
View File
@@ -36,7 +36,7 @@
throw_range = 5
materials = list(MAT_METAL=500)
breakouttime = 600 //Deciseconds = 60s = 1 minute
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //for disposable cuffs
+3 -3
View File
@@ -26,7 +26,7 @@
flags_1 = CONDUCT_1
attack_verb = list("attacked", "stabbed", "poked")
hitsound = 'sound/weapons/bladeslice.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/datum/reagent/forkload //used to eat omelette
/obj/item/kitchen/fork/suicide_act(mob/living/carbon/user)
@@ -70,7 +70,7 @@
materials = list(MAT_METAL=12000)
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharpness = IS_SHARP_ACCURATE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/bayonet = FALSE //Can this be attached to a gun?
/obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user)
@@ -155,7 +155,7 @@
throwforce = 12//fuck git
materials = list()
attack_verb = list("shanked", "shivved")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
/obj/item/kitchen/rollingpin
name = "rolling pin"
+1 -1
View File
@@ -2,7 +2,7 @@
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
+1 -1
View File
@@ -13,7 +13,7 @@
item_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
+1 -1
View File
@@ -11,7 +11,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 40)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
var/fisto_setting = 1
+4 -4
View File
@@ -233,7 +233,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
@@ -247,7 +247,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -261,7 +261,7 @@
desc = "A religious-looking hat."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
armor = list(melee = 60, bullet = 60, laser = 60, energy = 50, bomb = 70, bio = 50, rad = 50, fire = 60, acid = 60) //religion protects you from disease and radiation, honk.
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -320,7 +320,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60) //does this even do anything on boots?
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots?
flags_1 = NOSLIP_1
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
+1 -1
View File
@@ -1,7 +1,7 @@
/obj/item/shield
name = "shield"
block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/shield/riot
name = "riot shield"
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
@@ -110,3 +111,117 @@
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
=======
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 20
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 5)
charged++
return
/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovableatom(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(A && !A.anchored && !ishuman(X))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.apply_effect(20, KNOCKDOWN, 0)
step_towards(H,pull)
step_towards(H,pull)
step_towards(H,pull)
return
/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
if(!proximity)
return
if(wielded)
if(charged == 5)
charged = 0
if(istype(A, /mob/living/))
var/mob/living/Z = A
Z.take_bodypart_damage(20,0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target,user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
target.Stun(60)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message("<span class='danger'>[target.name] was shocked by [src]!</span>", \
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
"<span class='italics'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
return
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
playsound(src.loc, "sparks", 50, 1)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
shock(target)
/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
return
>>>>>>> d282c60... Quote the armor lists (#35668)
@@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
singular_name = "glass sheet"
icon_state = "sheet-glass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list("silicon" = 20)
@@ -131,7 +131,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
singular_name = "reinforced glass sheet"
icon_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list("silicon" = 20, "iron" = 10)
@@ -157,7 +157,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
materials = list(MAT_METAL=2000, MAT_PLASMA=2000)
throwforce = 10
flags_1 = CONDUCT_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 80)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list("iron" = 20, "plasma" = 20)
@@ -208,7 +208,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon_state = "sheet-wood"
icon = 'icons/obj/stack_objects.dmi'
sheettype = "wood"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -206,7 +206,7 @@
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
mineralType = "metal"
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/item/stack/tile/plasteel/cyborg
+1 -1
View File
@@ -42,7 +42,7 @@
flags_2 = NO_MAT_REDEMPTION_2
var/pshoom = 'sound/items/pshoom.ogg'
var/alt_sound = 'sound/items/pshoom_2.ogg'
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
/obj/item/storage/backpack/holding/suicide_act(mob/living/user)
+1 -1
View File
@@ -10,7 +10,7 @@
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("beaten")
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 50, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/stunforce = 140
var/status = 0
+1 -1
View File
@@ -13,7 +13,7 @@
throw_range = 4
materials = list(MAT_METAL = 500)
actions_types = list(/datum/action/item_action/set_internals)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 80, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
+1 -1
View File
@@ -10,7 +10,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
+1 -1
View File
@@ -140,7 +140,7 @@ Frequency:
throw_speed = 3
throw_range = 5
materials = list(MAT_METAL=10000)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
+7 -4
View File
@@ -11,11 +11,12 @@
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=50)
materials = list(MAT_METAL=50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/crowbar/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -39,7 +40,8 @@
icon = 'icons/obj/abductor.dmi'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
icon_state = "crowbar"
icon_state = "crowbar"
toolspeed = 0.1
/obj/item/crowbar/large
name = "crowbar"
@@ -67,7 +69,8 @@
item_state = "jawsoflife"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
usesound = 'sound/items/jaws_pry.ogg'
force = 15
toolspeed = 0.25
+1 -1
View File
@@ -19,7 +19,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE //if the screwdriver uses random coloring
var/static/list/screwdriver_colors = list(
"blue" = rgb(24, 97, 213),
@@ -1,3 +1,4 @@
<<<<<<< HEAD
#define WELDER_FUEL_BURN_INTERVAL 13
/obj/item/weldingtool
name = "welding tool"
@@ -358,4 +359,366 @@
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
=======
#define WELDER_FUEL_BURN_INTERVAL 13
/obj/item/weldingtool
name = "welding tool"
desc = "A standard edition welder provided by Nanotrasen."
icon = 'icons/obj/tools.dmi'
icon_state = "welder"
item_state = "welder"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
force = 3
throwforce = 5
hitsound = "swing_hit"
usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg')
var/acti_sound = 'sound/items/welderactivate.ogg'
var/deac_sound = 'sound/items/welderdeactivate.ogg'
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2)
var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower)
var/max_fuel = 20 //The max amount of fuel the welder can hold
var/change_icons = 1
var/can_off_process = 0
var/light_intensity = 2 //how powerful the emitted light is when used.
var/burned_fuel_for = 0 //when fuel was last removed
heat = 3800
tool_behaviour = TOOL_WELDER
toolspeed = 1
/obj/item/weldingtool/Initialize()
. = ..()
create_reagents(max_fuel)
reagents.add_reagent("welding_fuel", max_fuel)
update_icon()
/obj/item/weldingtool/proc/update_torch()
if(welding)
add_overlay("[initial(icon_state)]-on")
item_state = "[initial(item_state)]1"
else
item_state = "[initial(item_state)]"
/obj/item/weldingtool/update_icon()
cut_overlays()
if(change_icons)
var/ratio = get_fuel() / max_fuel
ratio = CEILING(ratio*4, 1) * 25
add_overlay("[initial(icon_state)][ratio]")
update_torch()
return
/obj/item/weldingtool/process()
switch(welding)
if(0)
force = 3
damtype = "brute"
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
return
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
damtype = "fire"
++burned_fuel_for
if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
use(1)
update_icon()
//This is to start fires. process() is only called if the welder is on.
open_flame()
/obj/item/weldingtool/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (FIRELOSS)
/obj/item/weldingtool/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/screwdriver))
flamethrower_screwdriver(I, user)
else if(istype(I, /obj/item/stack/rods))
flamethrower_rods(I, user)
else
. = ..()
update_icon()
/obj/item/weldingtool/proc/explode()
var/turf/T = get_turf(loc)
var/plasmaAmount = reagents.get_reagent_amount("plasma")
dyn_explosion(T, plasmaAmount/5)//20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder
qdel(src)
/obj/item/weldingtool/attack(mob/living/carbon/human/H, mob/user)
if(!istype(H))
return ..()
var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM)
if(src.use_tool(H, user, 0, volume=50, amount=1))
if(user == H)
user.visible_message("<span class='notice'>[user] starts to fix some of the dents on [H]'s [affecting.name].</span>",
"<span class='notice'>You start fixing some of the dents on [H]'s [affecting.name].</span>")
if(!do_mob(user, H, 50))
return
item_heal_robotic(H, user, 15, 0)
else
return ..()
/obj/item/weldingtool/afterattack(atom/O, mob/user, proximity)
if(!proximity)
return
if(!status && O.is_refillable())
reagents.trans_to(O, reagents.total_volume)
to_chat(user, "<span class='notice'>You empty [src]'s fuel tank into [O].</span>")
update_icon()
if(isOn())
use(1)
var/turf/location = get_turf(user)
location.hotspot_expose(700, 50, 1)
if(get_fuel() <= 0)
set_light(0)
if(isliving(O))
var/mob/living/L = O
if(L.IgniteMob())
message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
/obj/item/weldingtool/attack_self(mob/user)
if(src.reagents.has_reagent("plasma"))
message_admins("[key_name_admin(user)] activated a rigged welder.")
explode()
switched_on(user)
if(welding)
set_light(light_intensity)
update_icon()
// Returns the amount of fuel in the welder
/obj/item/weldingtool/proc/get_fuel()
return reagents.get_reagent_amount("welding_fuel")
// Uses fuel from the welding tool.
/obj/item/weldingtool/use(used = 0)
if(!isOn() || !check_fuel())
return FALSE
if(used)
burned_fuel_for = 0
if(get_fuel() >= used)
reagents.remove_reagent("welding_fuel", used)
check_fuel()
return TRUE
else
return FALSE
//Turns off the welder if there is no more fuel (does this really need to be its own proc?)
/obj/item/weldingtool/proc/check_fuel(mob/user)
if(get_fuel() <= 0 && welding)
switched_on(user)
update_icon()
//mob icon update
if(ismob(loc))
var/mob/M = loc
M.update_inv_hands(0)
return 0
return 1
//Switches the welder on
/obj/item/weldingtool/proc/switched_on(mob/user)
if(!status)
to_chat(user, "<span class='warning'>[src] can't be turned on while unsecured!</span>")
return
welding = !welding
if(welding)
if(get_fuel() >= 1)
to_chat(user, "<span class='notice'>You switch [src] on.</span>")
playsound(loc, acti_sound, 50, 1)
force = 15
damtype = "fire"
hitsound = 'sound/items/welder.ogg'
update_icon()
START_PROCESSING(SSobj, src)
else
to_chat(user, "<span class='warning'>You need more fuel!</span>")
switched_off(user)
else
to_chat(user, "<span class='notice'>You switch [src] off.</span>")
playsound(loc, deac_sound, 50, 1)
switched_off(user)
//Switches the welder off
/obj/item/weldingtool/proc/switched_off(mob/user)
welding = 0
set_light(0)
force = 3
damtype = "brute"
hitsound = "swing_hit"
update_icon()
/obj/item/weldingtool/examine(mob/user)
..()
to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].")
/obj/item/weldingtool/is_hot()
return welding * heat
//Returns whether or not the welding tool is currently on.
/obj/item/weldingtool/proc/isOn()
return welding
// When welding is about to start, run a normal tool_use_check, then flash a mob if it succeeds.
/obj/item/weldingtool/tool_start_check(mob/living/user, amount=0)
. = tool_use_check(user, amount)
if(. && user)
user.flash_act(light_intensity)
// If welding tool ran out of fuel during a construction task, construction fails.
/obj/item/weldingtool/tool_use_check(mob/living/user, amount)
if(!isOn() || !check_fuel())
to_chat(user, "<span class='warning'>[src] has to be on to complete this task!</span>")
return FALSE
if(get_fuel() >= amount)
return TRUE
else
to_chat(user, "<span class='warning'>You need more welding fuel to complete this task!</span>")
return FALSE
/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user)
if(welding)
to_chat(user, "<span class='warning'>Turn it off first!</span>")
return
status = !status
if(status)
to_chat(user, "<span class='notice'>You resecure [src] and close the fuel tank.</span>")
container_type = NONE
else
to_chat(user, "<span class='notice'>[src] can now be attached, modified, and refuelled.</span>")
container_type = OPENCONTAINER
add_fingerprint(user)
/obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user)
if(!status)
var/obj/item/stack/rods/R = I
if (R.use(1))
var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc)
if(!remove_item_from_storage(F))
user.transferItemToLoc(src, F, TRUE)
F.weldtool = src
add_fingerprint(user)
to_chat(user, "<span class='notice'>You add a rod to a welder, starting to build a flamethrower.</span>")
user.put_in_hands(F)
else
to_chat(user, "<span class='warning'>You need one rod to start building a flamethrower!</span>")
/obj/item/weldingtool/ignition_effect(atom/A, mob/user)
if(use_tool(A, user, 0, amount=1))
return "<span class='notice'>[user] casually lights [A] with [src], what a badass.</span>"
else
return ""
/obj/item/weldingtool/largetank
name = "industrial welding tool"
desc = "A slightly larger welder with a larger tank."
icon_state = "indwelder"
max_fuel = 40
materials = list(MAT_GLASS=60)
/obj/item/weldingtool/largetank/cyborg
name = "integrated welding tool"
desc = "An advanced welder designed to be used in robotic systems."
toolspeed = 0.5
/obj/item/weldingtool/largetank/flamethrower_screwdriver()
return
/obj/item/weldingtool/mini
name = "emergency welding tool"
desc = "A miniature welder used during emergencies."
icon_state = "miniwelder"
max_fuel = 10
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL=30, MAT_GLASS=10)
change_icons = 0
/obj/item/weldingtool/mini/flamethrower_screwdriver()
return
/obj/item/weldingtool/abductor
name = "alien welding tool"
desc = "An alien welding tool. Whatever fuel it uses, it never runs out."
icon = 'icons/obj/abductor.dmi'
icon_state = "welder"
toolspeed = 0.1
light_intensity = 0
change_icons = 0
/obj/item/weldingtool/abductor/process()
if(get_fuel() <= max_fuel)
reagents.add_reagent("welding_fuel", 1)
..()
/obj/item/weldingtool/hugetank
name = "upgraded industrial welding tool"
desc = "An upgraded welder based of the industrial welder."
icon_state = "upindwelder"
item_state = "upindwelder"
max_fuel = 80
materials = list(MAT_METAL=70, MAT_GLASS=120)
/obj/item/weldingtool/experimental
name = "experimental welding tool"
desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes."
icon_state = "exwelder"
item_state = "exwelder"
max_fuel = 40
materials = list(MAT_METAL=70, MAT_GLASS=120)
var/last_gen = 0
change_icons = 0
can_off_process = 1
light_intensity = 1
toolspeed = 0.5
var/nextrefueltick = 0
/obj/item/weldingtool/experimental/brass
name = "brass welding tool"
desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch."
resistance_flags = FIRE_PROOF | ACID_PROOF
icon_state = "brasswelder"
item_state = "brasswelder"
/obj/item/weldingtool/experimental/process()
..()
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
>>>>>>> d282c60... Quote the armor lists (#35668)
#undef WELDER_FUEL_BURN_INTERVAL
+1 -1
View File
@@ -19,7 +19,7 @@
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/random_color = TRUE
var/static/list/wirecutter_colors = list(
"blue" = "#1861d5",
+9 -5
View File
@@ -11,11 +11,12 @@
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
usesound = 'sound/items/ratchet.ogg'
materials = list(MAT_METAL=150)
materials = list(MAT_METAL=150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
toolspeed = 1
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -40,7 +41,8 @@
icon = 'icons/obj/abductor.dmi'
icon_state = "wrench"
usesound = 'sound/effects/empulse.ogg'
usesound = 'sound/effects/empulse.ogg'
toolspeed = 0.1
/obj/item/wrench/power
name = "hand drill"
@@ -50,7 +52,8 @@
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
usesound = 'sound/items/drill_use.ogg'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25)
//done for balance reasons, making them high value for research, but harder to get
force = 8 //might or might not be too high, subject to change
w_class = WEIGHT_CLASS_SMALL
throwforce = 8
@@ -73,7 +76,8 @@
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
icon_state = "wrench_medical"
force = 2 //MEDICAL
desc = "A medical wrench with common(medical?) uses. Can be found in your hand."
throwforce = 4
attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked")
/obj/item/wrench/medical/suicide_act(mob/living/user)
+4 -4
View File
@@ -231,7 +231,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
@@ -280,7 +280,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
var/hacked = FALSE
var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
@@ -466,7 +466,7 @@
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
var/obj/item/grenade/explosive = null
var/war_cry = "AAAAARGH!!!"
@@ -650,7 +650,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/pitchfork/demonic
+1 -1
View File
@@ -14,7 +14,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
var/charges = list(0, 0, 0) //how many restocking "charges" the refill has for standard/contraband/coin products
var/init_charges = list(0, 0, 0)
+3 -3
View File
@@ -11,7 +11,7 @@
throw_range = 7
attack_verb = list("banned")
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -63,7 +63,7 @@
block_chance = 50
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/suicide_act(mob/user)
@@ -210,7 +210,7 @@
block_chance = 50
sharpness = IS_SHARP
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
/obj/item/katana/cursed
+1 -1
View File
@@ -10,7 +10,7 @@
/obj/structure/Initialize()
if (!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
. = ..()
if(smooth)
queue_smooth(src)
+1 -1
View File
@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 250
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
buildable_sign = 0
var/list/barsigns=list()
var/list/hiddensigns
@@ -15,7 +15,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
max_integrity = 200
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
var/breakout_time = 1200
var/message_cooldown
var/can_weld_shut = TRUE
@@ -4,7 +4,7 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
secure = TRUE
/obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
@@ -5,7 +5,7 @@
secure = TRUE
locked = TRUE
max_integrity = 500
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
var/tamperproof = 0
/obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
+1 -1
View File
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
+1 -1
View File
@@ -6,7 +6,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
var/locked = TRUE
var/open = FALSE
max_integrity = 150
+1 -1
View File
@@ -8,7 +8,7 @@
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
max_integrity = 50
integrity_failure = 20
var/rods_type = /obj/item/stack/rods
+1 -1
View File
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector)
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
var/number_of_rods = 1
@@ -15,7 +15,7 @@
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
max_integrity = 200
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
var/sheetType = /obj/item/stack/sheet/metal
var/sheetAmount = 7
var/openSound = 'sound/effects/stonedoor_openclose.ogg'
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "Definitely can't get past those. No way."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
armor = list(melee = 100, bullet = 80, laser = 80, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 50, acid = 50)
armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
density = FALSE
anchored = TRUE
layer = ABOVE_MOB_LAYER
+1 -1
View File
@@ -5,7 +5,7 @@
density = FALSE
layer = SIGN_LAYER
max_integrity = 100
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
/obj/structure/sign/ComponentInitialize()
+2 -2
View File
@@ -159,7 +159,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
var/list/debris = list()
/obj/structure/table/glass/New()
@@ -292,7 +292,7 @@
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
max_integrity = 200
integrity_failure = 50
armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
+1 -1
View File
@@ -8,7 +8,7 @@
icon = 'icons/turf/shuttle.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
max_integrity = 500
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
armor = list("melee" = 100, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) //default + ignores melee
/obj/structure/shuttle/engine
name = "engine"
@@ -13,7 +13,7 @@
icon_state = "vest_stealth"
item_state = "armor"
blood_overlay_type = "armor"
armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15, fire = 70, acid = 70)
armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
/obj/item/device/abductor,
@@ -26,8 +26,8 @@
var/stealth_active = 0
var/combat_cooldown = 10
var/datum/icon_snapshot/disguise
var/stealth_armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15, fire = 70, acid = 70)
var/combat_armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 50, rad = 50, fire = 90, acid = 90)
var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()
flags_1 ^= NODROP_1
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
max_integrity = 400
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90)
explosion_block = 6
point_return = -1
health_regen = 0 //we regen in Life() instead of when pulsed
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 65, acid = 90)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 65, "acid" = 90)
health_regen = 3
point_return = 25
@@ -1,3 +1,4 @@
<<<<<<< HEAD
/obj/structure/blob/shield
name = "strong blob"
icon = 'icons/mob/blob.dmi'
@@ -31,3 +32,38 @@
desc = initial(desc)
atmosblock = TRUE
air_update_turf(1)
=======
/obj/structure/blob/shield
name = "strong blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_shield"
desc = "A solid wall of slightly twitching tendrils."
max_integrity = 150
brute_resist = 0.25
explosion_block = 3
point_return = 4
atmosblock = TRUE
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
/obj/structure/blob/shield/scannerreport()
if(atmosblock)
return "Will prevent the spread of atmospheric changes."
return "N/A"
/obj/structure/blob/shield/core
point_return = 0
/obj/structure/blob/shield/update_icon()
..()
if(obj_integrity <= 75)
icon_state = "blob_shield_damaged"
name = "weakened strong blob"
desc = "A wall of twitching tendrils."
atmosblock = FALSE
else
icon_state = initial(icon_state)
name = initial(name)
desc = initial(desc)
atmosblock = TRUE
air_update_turf(1)
>>>>>>> d282c60... Quote the armor lists (#35668)
@@ -11,7 +11,7 @@
CanAtmosPass = ATMOS_PASS_PROC
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
max_integrity = 30
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
var/health_regen = 2 //how much health this blob regens when pulsed
var/pulse_timestamp = 0 //we got pulsed when?
var/heal_timestamp = 0 //we got healed when?
@@ -446,7 +446,7 @@
desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
flags_1 = STOPSPRESSUREDMAGE_1 | NODROP_1 | DROPDEL_1 //Not THICKMATERIAL_1 because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90) //No armor at all.
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all.
/obj/item/clothing/suit/space/changeling/Initialize()
. = ..()
@@ -464,7 +464,7 @@
icon_state = "lingspacehelmet"
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
flags_1 = STOPSPRESSUREDMAGE_1 | NODROP_1 | DROPDEL_1 //Again, no THICKMATERIAL_1.
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/***************************************\
@@ -490,7 +490,7 @@
icon_state = "lingarmor"
flags_1 = NODROP_1 | DROPDEL_1
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -505,5 +505,5 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
flags_1 = NODROP_1 | DROPDEL_1
armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
@@ -7,7 +7,7 @@
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE
armor = list(melee = 50, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 50, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
/obj/item/clothing/head/helmet/clockwork/Initialize()
. = ..()
@@ -20,17 +20,17 @@
/obj/item/clothing/head/helmet/clockwork/ratvar_act()
if(GLOB.ratvar_awakens)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
flags_1 |= STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else if(GLOB.ratvar_approaches)
armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
flags_1 |= STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
flags_1 &= ~STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)
@@ -67,7 +67,7 @@
cold_protection = CHEST|GROIN|LEGS
heat_protection = CHEST|GROIN|LEGS
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/device/mmi/posibrain/soul_vessel)
/obj/item/clothing/suit/armor/clockwork/Initialize()
@@ -81,17 +81,17 @@
/obj/item/clothing/suit/armor/clockwork/ratvar_act()
if(GLOB.ratvar_awakens)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
flags_1 |= STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else if(GLOB.ratvar_approaches)
armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
flags_1 |= STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
flags_1 &= ~STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)
@@ -134,7 +134,7 @@
siemens_coefficient = 0
permeability_coefficient = 0.05
resistance_flags = FIRE_PROOF | ACID_PROOF
armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
/obj/item/clothing/gloves/clockwork/Initialize()
. = ..()
@@ -147,12 +147,12 @@
/obj/item/clothing/gloves/clockwork/ratvar_act()
if(GLOB.ratvar_awakens)
armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
flags_1 |= STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
else
armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
flags_1 &= ~STOPSPRESSUREDMAGE_1
max_heat_protection_temperature = initial(max_heat_protection_temperature)
min_cold_protection_temperature = initial(min_cold_protection_temperature)
+10 -10
View File
@@ -275,7 +275,7 @@
desc = "A torn, dust-caked hood. Strange letters line the inside."
flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
flags_cover = HEADCOVERSEYES
armor = list(melee = 40, bullet = 30, laser = 40,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -288,7 +288,7 @@
item_state = "cultrobes"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(melee = 40, bullet = 30, laser = 40,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
@@ -321,7 +321,7 @@
item_state = "magus"
desc = "A helm worn by the followers of Nar-Sie."
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES
armor = list(melee = 30, bullet = 30, laser = 30,energy = 20, bomb = 0, bio = 0, rad = 0, fire = 10, acid = 10)
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/magusred
@@ -331,7 +331,7 @@
item_state = "magusred"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/hardsuit/cult
@@ -339,7 +339,7 @@
desc = "A heavily-armored helmet worn by warriors of the Nar-Sien cult. It can withstand hard vacuum."
icon_state = "cult_helmet"
item_state = "cult_helmet"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 40, acid = 75)
armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
brightness_on = 0
actions_types = list()
@@ -350,7 +350,7 @@
desc = "A heavily-armored exosuit worn by warriors of the Nar-Sien cult. It can withstand hard vacuum."
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
armor = list(melee = 70, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 40, acid = 75)
armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
/obj/item/sharpener/cult
@@ -374,7 +374,7 @@
icon_state = "cult_armor"
item_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
armor = list(melee = 50, bullet = 40, laser = 50,energy = 30, bomb = 50, bio = 30, rad = 30, fire = 50, acid = 60)
armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
var/current_charges = 3
@@ -384,7 +384,7 @@
name = "empowered cultist armor"
desc = "Empowered garb which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
armor = list(melee = 50, bullet = 40, laser = 50,energy = 30, bomb = 50, bio = 30, rad = 30, fire = 50, acid = 50)
armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 50)
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
@@ -428,7 +428,7 @@
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = CHEST|GROIN|LEGS|ARMS
armor = list(melee = -50, bullet = -50, laser = -50,energy = -50, bomb = -50, bio = -50, rad = -50, fire = 0, acid = 0)
armor = list("melee" = -50, "bullet" = -50, "laser" = -50,"energy" = -50, "bomb" = -50, "bio" = -50, "rad" = -50, "fire" = 0, "acid" = 0)
slowdown = -1
hoodtype = /obj/item/clothing/head/hooded/berserkerhood
@@ -438,7 +438,7 @@
icon_state = "culthood"
body_parts_covered = HEAD
flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS
armor = list(melee = -50, bullet = -50, laser = -50, energy = -50, bomb = -50, bio = -50, rad = -50, fire = 0, acid = 0)
armor = list("melee" = -50, "bullet" = -50, "laser" = -50, "energy" = -50, "bomb" = -50, "bio" = -50, "rad" = -50, "fire" = 0, "acid" = 0)
/obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot)
..()
@@ -513,7 +513,7 @@ This is here to make the tiles around the station mininuke change when it's arme
icon_state = "nucleardisk"
persistence_replacement = /obj/item/disk/nuclear/fake
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/fake = FALSE
+1 -1
View File
@@ -245,7 +245,7 @@
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
@@ -69,7 +69,7 @@
req_access = list(ACCESS_ATMOSPHERICS)
max_integrity = 250
integrity_failure = 80
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
resistance_flags = FIRE_PROOF
var/danger_level = 0
@@ -53,7 +53,7 @@ Pipelines + Other Objects -> Pipe network
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 100, acid = 70)
armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
..()
if(process)
SSair.atmos_machinery += src
@@ -7,7 +7,7 @@
density = TRUE
anchored = TRUE
max_integrity = 350
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 30, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
@@ -8,7 +8,7 @@
density = TRUE
anchored = TRUE
max_integrity = 300
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/thermomachine
pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY
@@ -12,7 +12,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0)
var/target_layer = PIPING_LAYER_DEFAULT
/obj/machinery/meter/Destroy()
@@ -17,7 +17,7 @@
var/can_max_release_pressure = (ONE_ATMOSPHERE * 10)
var/can_min_release_pressure = (ONE_ATMOSPHERE / 10)
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 50)
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
max_integrity = 250
integrity_failure = 100
pressure_resistance = 7 * ONE_ATMOSPHERE
@@ -3,7 +3,7 @@
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 60, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
var/datum/gas_mixture/air_contents
@@ -559,7 +559,7 @@
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A non-descript and slightly suspicious-looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection."
armor = list(melee = 20, bullet = 10, laser = 0,energy = 5, bomb = 0, bio = 0, rad = 0, fire = 25, acid = 25)
armor = list("melee" = 20, "bullet" = 10, "laser" = 0,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25)
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
/obj/item/clothing/shoes/combat/coldres
+9 -9
View File
@@ -180,7 +180,7 @@
random_sensor = FALSE
resistance_flags = NONE
can_adjust = FALSE
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -213,7 +213,7 @@
item_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -238,7 +238,7 @@
icon_state = "meson"
item_state = "meson"
resistance_flags = NONE
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -264,7 +264,7 @@
item_state = "ygloves"
resistance_flags = NONE
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -290,7 +290,7 @@
item_color = "grey"
resistance_flags = NONE
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -313,7 +313,7 @@
// The camohat, I mean, holographic hat projection, is part of the
// drone itself.
flags_1 = NODROP_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
// which means it offers no protection, it's just air and light
/obj/item/clothing/head/chameleon/drone/Initialize()
@@ -330,7 +330,7 @@
icon_state = "gas_alt"
item_state = "gas_alt"
resistance_flags = NONE
armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_1 = BLOCK_GAS_SMOKE_EFFECT_1 | MASKINTERNALS_1
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
@@ -365,7 +365,7 @@
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
flags_1 = NODROP_1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
// Can drones use the voice changer part? Let's not find out.
vchange = 0
@@ -388,7 +388,7 @@
permeability_coefficient = 0.05
resistance_flags = NONE
pockets = /obj/item/storage/internal/pocket/shoes
armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
+1 -1
View File
@@ -97,7 +97,7 @@
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == slot_glasses)
+1 -1
View File
@@ -154,7 +154,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
@@ -22,7 +22,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
/obj/item/clothing/gloves/combat
name = "combat gloves"
@@ -37,7 +37,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
/obj/item/clothing/gloves/bracer
@@ -54,4 +54,4 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
armor = list(melee = 15, bullet = 35, laser = 35, energy = 20, bomb = 35, bio = 35, rad = 35, fire = 0, acid = 0)
armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
+1 -1
View File
@@ -6,7 +6,7 @@
var/brightness_on = 4 //luminosity when on
var/on = FALSE
item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite)
armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50)
armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
resistance_flags = FIRE_PROOF
+10 -10
View File
@@ -3,7 +3,7 @@
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
item_state = "helmet"
armor = list(melee = 35, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -41,7 +41,7 @@
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "helmetalt"
item_state = "helmetalt"
armor = list(melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
can_flashlight = 1
dog_fashion = null
@@ -62,7 +62,7 @@
toggle_message = "You pull the visor down on"
alt_toggle_message = "You push the visor up on"
can_toggle = 1
armor = list(melee = 45, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 45, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 50, "acid" = 50)
flags_inv = HIDEEARS|HIDEFACE
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
@@ -117,7 +117,7 @@
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
icon_state = "swatsyndie"
item_state = "swatsyndie"
armor = list(melee = 40, bullet = 30, laser = 30,energy = 30, bomb = 50, bio = 90, rad = 20, fire = 50, acid = 50)
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 50, "acid" = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -138,7 +138,7 @@
flags_inv = HIDEEARS|HIDEHAIR
icon_state = "thunderdome"
item_state = "thunderdome"
armor = list(melee = 40, bullet = 30, laser = 25,energy = 10, bomb = 25, bio = 10, rad = 0, fire = 50, acid = 50)
armor = list("melee" = 40, "bullet" = 30, "laser" = 25,"energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 50)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -151,7 +151,7 @@
desc = "An ancient helmet made of bronze and leather."
flags_inv = HIDEEARS|HIDEHAIR
flags_cover = HEADCOVERSEYES
armor = list(melee = 25, bullet = 0, laser = 25, energy = 10, bomb = 10, bio = 0, rad = 0, fire = 100, acid = 50)
armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
@@ -179,7 +179,7 @@
icon_state = "redtaghelm"
flags_cover = HEADCOVERSEYES
item_state = "redtaghelm"
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, fire = 0, acid = 50)
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -189,7 +189,7 @@
icon_state = "bluetaghelm"
flags_cover = HEADCOVERSEYES
item_state = "bluetaghelm"
armor = list(melee = 15, bullet = 10, laser = 20,energy = 10, bomb = 20, bio = 0, rad = 0, fire = 0, acid = 50)
armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -198,7 +198,7 @@
desc = "A classic metal helmet."
icon_state = "knight_green"
item_state = "knight_green"
armor = list(melee = 41, bullet = 15, laser = 5,energy = 5, bomb = 5, bio = 2, rad = 0, fire = 0, acid = 50)
armor = list("melee" = 41, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 0, "acid" = 50)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -232,7 +232,7 @@
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
armor = list(melee = 25, bullet = 25, laser = 25, energy = 10, bomb = 10, bio = 5, rad = 20, fire = 40, acid = 20)
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 5, "rad" = 20, "fire" = 40, "acid" = 20)
icon_state = "skull"
item_state = "skull"
strip_delay = 100

Some files were not shown because too many files have changed in this diff Show More