Quote the armor lists
This commit is contained in:
committed by
CitadelStationBot
parent
757df53aa3
commit
f9353da855
@@ -13,7 +13,7 @@
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icon_state = "vest_stealth"
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item_state = "armor"
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blood_overlay_type = "armor"
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armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15, fire = 70, acid = 70)
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armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
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actions_types = list(/datum/action/item_action/hands_free/activate)
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allowed = list(
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/obj/item/device/abductor,
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@@ -26,8 +26,8 @@
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var/stealth_active = 0
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var/combat_cooldown = 10
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var/datum/icon_snapshot/disguise
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var/stealth_armor = list(melee = 15, bullet = 15, laser = 15, energy = 15, bomb = 15, bio = 15, rad = 15, fire = 70, acid = 70)
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var/combat_armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 50, rad = 50, fire = 90, acid = 90)
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var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
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var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
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/obj/item/clothing/suit/armor/abductor/vest/proc/toggle_nodrop()
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flags_1 ^= NODROP_1
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@@ -4,7 +4,7 @@
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icon_state = "blank_blob"
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desc = "A huge, pulsating yellow mass."
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max_integrity = 400
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90)
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explosion_block = 6
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point_return = -1
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health_regen = 0 //we regen in Life() instead of when pulsed
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@@ -4,7 +4,7 @@
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icon_state = "blank_blob"
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desc = "A large, pulsating yellow mass."
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max_integrity = 200
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 65, acid = 90)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 65, "acid" = 90)
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health_regen = 3
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point_return = 25
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@@ -1,3 +1,4 @@
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<<<<<<< HEAD
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/obj/structure/blob/shield
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name = "strong blob"
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icon = 'icons/mob/blob.dmi'
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@@ -31,3 +32,38 @@
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desc = initial(desc)
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atmosblock = TRUE
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air_update_turf(1)
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=======
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/obj/structure/blob/shield
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name = "strong blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_shield"
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desc = "A solid wall of slightly twitching tendrils."
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max_integrity = 150
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brute_resist = 0.25
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explosion_block = 3
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point_return = 4
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atmosblock = TRUE
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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/obj/structure/blob/shield/scannerreport()
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if(atmosblock)
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return "Will prevent the spread of atmospheric changes."
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return "N/A"
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/obj/structure/blob/shield/core
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point_return = 0
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/obj/structure/blob/shield/update_icon()
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..()
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if(obj_integrity <= 75)
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icon_state = "blob_shield_damaged"
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name = "weakened strong blob"
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desc = "A wall of twitching tendrils."
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atmosblock = FALSE
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else
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icon_state = initial(icon_state)
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name = initial(name)
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desc = initial(desc)
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atmosblock = TRUE
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air_update_turf(1)
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>>>>>>> d282c60... Quote the armor lists (#35668)
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@@ -11,7 +11,7 @@
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CanAtmosPass = ATMOS_PASS_PROC
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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.
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max_integrity = 30
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/health_regen = 2 //how much health this blob regens when pulsed
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var/pulse_timestamp = 0 //we got pulsed when?
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var/heal_timestamp = 0 //we got healed when?
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@@ -446,7 +446,7 @@
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desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel."
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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)
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allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90) //No armor at all.
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all.
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/obj/item/clothing/suit/space/changeling/Initialize()
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. = ..()
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@@ -464,7 +464,7 @@
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icon_state = "lingspacehelmet"
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desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
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flags_1 = STOPSPRESSUREDMAGE_1 | NODROP_1 | DROPDEL_1 //Again, no THICKMATERIAL_1.
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armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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/***************************************\
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@@ -490,7 +490,7 @@
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icon_state = "lingarmor"
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flags_1 = NODROP_1 | DROPDEL_1
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body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
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armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
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armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
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flags_inv = HIDEJUMPSUIT
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cold_protection = 0
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heat_protection = 0
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@@ -505,5 +505,5 @@
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desc = "A tough, hard covering of black chitin with transparent chitin in front."
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icon_state = "lingarmorhelmet"
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flags_1 = NODROP_1 | DROPDEL_1
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armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90)
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armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
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flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
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@@ -7,7 +7,7 @@
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = FIRE_PROOF | ACID_PROOF
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flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE
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armor = list(melee = 50, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 50, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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/obj/item/clothing/head/helmet/clockwork/Initialize()
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. = ..()
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@@ -20,17 +20,17 @@
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/obj/item/clothing/head/helmet/clockwork/ratvar_act()
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if(GLOB.ratvar_awakens)
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armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
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flags_1 |= STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else if(GLOB.ratvar_approaches)
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armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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flags_1 |= STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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flags_1 &= ~STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -67,7 +67,7 @@
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cold_protection = CHEST|GROIN|LEGS
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heat_protection = CHEST|GROIN|LEGS
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/device/mmi/posibrain/soul_vessel)
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/obj/item/clothing/suit/armor/clockwork/Initialize()
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@@ -81,17 +81,17 @@
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/obj/item/clothing/suit/armor/clockwork/ratvar_act()
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if(GLOB.ratvar_awakens)
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armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
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flags_1 |= STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else if(GLOB.ratvar_approaches)
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armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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flags_1 |= STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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flags_1 &= ~STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -134,7 +134,7 @@
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siemens_coefficient = 0
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permeability_coefficient = 0.05
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resistance_flags = FIRE_PROOF | ACID_PROOF
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armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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/obj/item/clothing/gloves/clockwork/Initialize()
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. = ..()
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@@ -147,12 +147,12 @@
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/obj/item/clothing/gloves/clockwork/ratvar_act()
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if(GLOB.ratvar_awakens)
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armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100)
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armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
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flags_1 |= STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT
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min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
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else
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armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100)
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armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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flags_1 &= ~STOPSPRESSUREDMAGE_1
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max_heat_protection_temperature = initial(max_heat_protection_temperature)
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min_cold_protection_temperature = initial(min_cold_protection_temperature)
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@@ -275,7 +275,7 @@
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desc = "A torn, dust-caked hood. Strange letters line the inside."
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flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
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flags_cover = HEADCOVERSEYES
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armor = list(melee = 40, bullet = 30, laser = 40,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
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armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
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cold_protection = HEAD
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min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
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heat_protection = HEAD
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@@ -288,7 +288,7 @@
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item_state = "cultrobes"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
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armor = list(melee = 40, bullet = 30, laser = 40,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
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armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
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flags_inv = HIDEJUMPSUIT
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cold_protection = CHEST|GROIN|LEGS|ARMS
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min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
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@@ -321,7 +321,7 @@
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item_state = "magus"
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desc = "A helm worn by the followers of Nar-Sie."
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flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES
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armor = list(melee = 30, bullet = 30, laser = 30,energy = 20, bomb = 0, bio = 0, rad = 0, fire = 10, acid = 10)
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10)
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flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
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/obj/item/clothing/suit/magusred
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@@ -331,7 +331,7 @@
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item_state = "magusred"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
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armor = list(melee = 50, bullet = 30, laser = 50,energy = 20, bomb = 25, bio = 10, rad = 0, fire = 10, acid = 10)
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armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
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flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
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/obj/item/clothing/head/helmet/space/hardsuit/cult
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@@ -339,7 +339,7 @@
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desc = "A heavily-armored helmet worn by warriors of the Nar-Sien cult. It can withstand hard vacuum."
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icon_state = "cult_helmet"
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item_state = "cult_helmet"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 40, acid = 75)
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armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
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brightness_on = 0
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actions_types = list()
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@@ -350,7 +350,7 @@
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desc = "A heavily-armored exosuit worn by warriors of the Nar-Sien cult. It can withstand hard vacuum."
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w_class = WEIGHT_CLASS_BULKY
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allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
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armor = list(melee = 70, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 40, acid = 75)
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armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
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helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
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/obj/item/sharpener/cult
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@@ -374,7 +374,7 @@
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icon_state = "cult_armor"
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item_state = "cult_armor"
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w_class = WEIGHT_CLASS_BULKY
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armor = list(melee = 50, bullet = 40, laser = 50,energy = 30, bomb = 50, bio = 30, rad = 30, fire = 50, acid = 60)
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armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
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var/current_charges = 3
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@@ -384,7 +384,7 @@
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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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user