Merge branch 'master' into Projectile_Rework
This commit is contained in:
@@ -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/abductor,
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@@ -27,8 +27,8 @@
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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/Initialize()
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. = ..()
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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" = 30, "bullet" = 30, "laser" = 20, "energy" = 5, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90) // Last stand
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armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 5, BOMB = 70, BIO = 0, RAD = 0, FIRE = 75, ACID = 90) // Last stand
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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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@@ -47,7 +47,7 @@
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/obj/structure/blob/core/ex_act(severity, target, origin)
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var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
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take_damage(damage, BRUTE, "bomb", 0)
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take_damage(damage, BRUTE, BOMB, 0)
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/obj/structure/blob/core/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, overmind_reagent_trigger = 1)
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. = ..()
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@@ -6,7 +6,7 @@
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max_integrity = 200
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health_regen = 1
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point_return = 25
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armor = list("melee" = 10, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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armor = list(MELEE = 10, BULLET = 20, LASER = 15, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
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var/list/spores = list()
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var/mob/living/simple_animal/hostile/blob/blobbernaut/naut = null
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var/max_spores = 3
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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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@@ -5,7 +5,7 @@
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desc = "A thin spire of slightly swaying tendrils."
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max_integrity = 60
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point_return = 15
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armor = list("melee" = 10, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 15, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
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var/resource_delay = 0
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/obj/structure/blob/resource/scannerreport()
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@@ -9,7 +9,7 @@
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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" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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armor = list(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
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var/weakened
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/obj/structure/blob/shield/scannerreport()
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@@ -28,7 +28,7 @@
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desc = "[damaged_desc]"
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atmosblock = FALSE
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if(!weakened)
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armor = armor.setRating("melee" = 15, "bullet" = 15, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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armor = armor.setRating(MELEE = 15, BULLET = 15, LASER = 5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
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weakened = TRUE
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else
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icon_state = initial(icon_state)
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@@ -36,7 +36,7 @@
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desc = initial(desc)
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atmosblock = TRUE
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if(weakened)
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armor = armor.setRating("melee" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
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armor = armor.setRating(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
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weakened = FALSE
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air_update_turf(1)
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@@ -14,15 +14,15 @@
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reagent = /datum/reagent/blob/blazing_oil
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/datum/blobstrain/reagent/blazing_oil/extinguish_reaction(obj/structure/blob/B)
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B.take_damage(1.5, BURN, "energy")
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B.take_damage(1.5, BURN, ENERGY)
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/datum/blobstrain/reagent/blazing_oil/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage_type == BURN && damage_flag != "energy")
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if(damage_type == BURN && damage_flag != ENERGY)
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for(var/turf/open/T in range(1, B))
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var/obj/structure/blob/C = locate() in T
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if(!(C && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) && prob(80))
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new /obj/effect/hotspot(T)
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if(damage_flag == "fire")
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if(damage_flag == FIRE)
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return 0
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return ..()
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@@ -17,7 +17,7 @@
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return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob
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/datum/blobstrain/reagent/electromagnetic_web/death_reaction(obj/structure/blob/B, damage_flag)
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if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
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if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
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empulse_using_range(B.loc, 5) //less than screen range, so you can stand out of range to avoid it
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/datum/reagent/blob/electromagnetic_web
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@@ -10,7 +10,7 @@
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reagent = /datum/reagent/blob/energized_jelly
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/datum/blobstrain/reagent/energized_jelly/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && B.obj_integrity - damage <= 0 && prob(10))
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if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && B.obj_integrity - damage <= 0 && prob(10))
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do_sparks(rand(2, 4), FALSE, B)
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return ..()
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@@ -19,7 +19,7 @@
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/datum/blobstrain/reagent/energized_jelly/emp_reaction(obj/structure/blob/B, severity)
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var/damage = rand(30, 50) - severity * rand(10, 15)
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B.take_damage(damage, BURN, "energy")
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B.take_damage(damage, BURN, ENERGY)
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/datum/reagent/blob/energized_jelly
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name = "Energized Jelly"
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@@ -12,9 +12,9 @@
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reagent = /datum/reagent/blob/explosive_lattice
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/datum/blobstrain/reagent/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage_flag == "bomb")
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if(damage_flag == BOMB)
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return 0
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else if(damage_flag != "melee" && damage_flag != "bullet" && damage_flag != "laser")
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else if(damage_flag != MELEE && damage_flag != BULLET && damage_flag != LASER)
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return damage * 1.5
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return ..()
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@@ -13,12 +13,12 @@
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reagent = /datum/reagent/blob/pressurized_slime
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/datum/blobstrain/reagent/pressurized_slime/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") || damage_type != BURN)
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if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) || damage_type != BURN)
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extinguisharea(B, damage)
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return ..()
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/datum/blobstrain/reagent/pressurized_slime/death_reaction(obj/structure/blob/B, damage_flag)
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if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
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if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
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B.visible_message("<span class='boldwarning'>The blob ruptures, spraying the area with liquid!</span>")
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extinguisharea(B, 50)
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@@ -13,7 +13,7 @@
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/datum/blobstrain/reagent/reactive_spines/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage && damage_type == BRUTE && B.obj_integrity - damage > 0) //is there any damage, is it brute, and will we be alive
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if(damage_flag == "melee")
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if(damage_flag == MELEE)
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B.visible_message("<span class='boldwarning'>The blob retaliates, lashing out!</span>")
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for(var/atom/A in range(1, B))
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A.blob_act(B)
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@@ -14,7 +14,7 @@
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B.forceMove(T)
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/datum/blobstrain/reagent/shifting_fragments/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
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if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
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var/list/blobstopick = list()
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for(var/obj/structure/blob/OB in orange(1, B))
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if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blobstrain.type == B.overmind.blobstrain.type)
|
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|
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@@ -11,7 +11,7 @@
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message = "The blobs strike you"
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|
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/datum/blobstrain/reagent/synchronous_mesh/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
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if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") //the cause isn't fire or bombs, so split the damage
|
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if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) //the cause isn't fire or bombs, so split the damage
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var/damagesplit = 1 //maximum split is 9, reducing the damage each blob takes to 11% but doing that damage to 9 blobs
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for(var/obj/structure/blob/C in orange(1, B))
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if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) //if it doesn't have the same chemical or is a core or node, don't split damage to it
|
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|
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@@ -12,7 +12,7 @@
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reagent = /datum/reagent/blob/zombifying_pods
|
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|
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/datum/blobstrain/reagent/zombifying_pods/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
|
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if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore.
|
||||
if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore.
|
||||
B.visible_message("<span class='warning'><b>A spore floats free of the blob!</b></span>")
|
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var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
|
||||
BS.overmind = B.overmind
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
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?
|
||||
@@ -206,9 +206,9 @@
|
||||
. = ..()
|
||||
if(overmind)
|
||||
if(overmind.blobstrain.tesla_reaction(src, power))
|
||||
take_damage(power/400, BURN, "energy")
|
||||
take_damage(power/400, BURN, ENERGY)
|
||||
else
|
||||
take_damage(power/400, BURN, "energy")
|
||||
take_damage(power/400, BURN, ENERGY)
|
||||
|
||||
/obj/structure/blob/extinguish()
|
||||
..()
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
resistance_flags = NONE
|
||||
max_integrity = 100
|
||||
integrity_failure = 0.5
|
||||
armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
|
||||
armor = list(MELEE = 50, BULLET = 20, LASER = 30, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
|
||||
|
||||
/obj/structure/closet/crate/coffin/meatcoffin
|
||||
name = "meat coffin"
|
||||
@@ -69,7 +69,7 @@
|
||||
material_drop = /obj/item/reagent_containers/food/snacks/meat/slab
|
||||
material_drop_amount = 3
|
||||
integrity_failure = 0.57
|
||||
armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
|
||||
armor = list(MELEE = 70, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 70, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
|
||||
|
||||
/obj/structure/closet/crate/coffin/metalcoffin
|
||||
name = "metal coffin"
|
||||
@@ -85,7 +85,7 @@
|
||||
material_drop_amount = 5
|
||||
max_integrity = 200
|
||||
integrity_failure = 0.25
|
||||
armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
|
||||
armor = list(MELEE = 40, BULLET = 15, LASER = 50, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
|
||||
|
||||
//////////////////////////////////////////////
|
||||
|
||||
|
||||
@@ -503,7 +503,7 @@
|
||||
item_flags = DROPDEL
|
||||
clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL 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/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.
|
||||
mutantrace_variation = NONE
|
||||
|
||||
/obj/item/clothing/suit/space/changeling/Initialize()
|
||||
@@ -524,7 +524,7 @@
|
||||
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
|
||||
item_flags = DROPDEL
|
||||
clothing_flags = STOPSPRESSUREDAMAGE
|
||||
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
|
||||
|
||||
/obj/item/clothing/head/helmet/space/changeling/Initialize()
|
||||
@@ -558,7 +558,7 @@
|
||||
icon_state = "lingarmor"
|
||||
item_flags = DROPDEL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
|
||||
armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
cold_protection = 0
|
||||
heat_protection = 0
|
||||
@@ -574,7 +574,7 @@
|
||||
desc = "A tough, hard covering of black chitin with transparent chitin in front."
|
||||
icon_state = "lingarmorhelmet"
|
||||
item_flags = DROPDEL
|
||||
armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90)
|
||||
armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90)
|
||||
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
|
||||
|
||||
/obj/item/clothing/head/helmet/changeling/Initialize()
|
||||
@@ -653,7 +653,7 @@
|
||||
cold_protection = HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/gloves/claws/Initialize()
|
||||
. = ..()
|
||||
@@ -697,7 +697,7 @@
|
||||
cold_protection = ARMS|HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0)
|
||||
enhancement = 6 // first, do harm. all of it. all of the harm. just fuck em up.
|
||||
wound_enhancement = 6
|
||||
var/fast_enhancement = 6
|
||||
|
||||
@@ -72,8 +72,11 @@ drain_amount: How much is drained by default; Influenced by a multiplier on most
|
||||
cell.use(.)
|
||||
spark_system.start()
|
||||
|
||||
/obj/mecha/power_drain(clockcult_user, drain_weapons = FALSE, recursive = FALSE, drain_amount = MIN_CLOCKCULT_POWER)
|
||||
if(!clockcult_user || (occupant && !is_servant_of_ratvar(occupant)))
|
||||
/obj/vehicle/sealed/mecha/power_drain(clockcult_user, drain_weapons = FALSE, recursive = FALSE, drain_amount = MIN_CLOCKCULT_POWER)
|
||||
if(!clockcult_user || LAZYLEN(occupants))
|
||||
for(var/mob/living/MB in occupants)
|
||||
if(is_servant_of_ratvar(MB))
|
||||
return
|
||||
if(recursive)
|
||||
var/succ = 0
|
||||
for(var/atom/movable/target in contents) //Hiding in your mech won't save you.
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
item_state = "ratvarian_shield"
|
||||
desc = "A resilient shield made out of brass.. It feels warm to the touch."
|
||||
var/clockwork_desc = "A powerful shield of ratvarian making. It absorbs blocked attacks to charge devastating bashes."
|
||||
armor = list("melee" = 80, "bullet" = 70, "laser" = -10, "energy" = -20, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 80, BULLET = 70, LASER = -10, ENERGY = -20, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
|
||||
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK
|
||||
max_integrity = 300 //High integrity, extremely strong against melee / bullets, but still quite easy to destroy with lasers and energy
|
||||
repair_material = /obj/item/stack/tile/brass
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT
|
||||
mutantrace_variation = STYLE_MUZZLE
|
||||
armor = list("melee" = 50, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65)
|
||||
armor = list(MELEE = 50, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
|
||||
|
||||
/obj/item/clothing/head/helmet/clockwork/Initialize()
|
||||
. = ..()
|
||||
@@ -68,7 +68,7 @@
|
||||
cold_protection = CHEST|GROIN|LEGS
|
||||
heat_protection = CHEST|GROIN|LEGS
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 60, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65)
|
||||
armor = list(MELEE = 60, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65)
|
||||
allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/mmi/posibrain/soul_vessel, /obj/item/reagent_containers/food/drinks/bottle/holyoil)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC
|
||||
|
||||
@@ -135,7 +135,7 @@
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 80, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 70, "wound" = 85)
|
||||
armor = list(MELEE = 80, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85)
|
||||
|
||||
/obj/item/clothing/gloves/clockwork/Initialize()
|
||||
. = ..()
|
||||
|
||||
@@ -207,20 +207,20 @@
|
||||
/datum/clockwork_scripture/create_object/summon_arbiter
|
||||
descname = "Powerful Assault Mech"
|
||||
name = "Summon Neovgre, the Anima Bulwark"
|
||||
desc = "Calls forth the mighty Anima Bulwark, a mech with superior defensive and offensive capabilities. It will \
|
||||
desc = "Calls forth the mighty Anima Bulwark, a two-person mech with superior defensive and offensive capabilities. It will \
|
||||
steadily regenerate HP and triple its regeneration speed while standing \
|
||||
on a clockwork tile. It will automatically draw power from nearby sigils of \
|
||||
transmission should the need arise. Its Arbiter laser cannon can decimate foes \
|
||||
from a range and is capable of smashing through any barrier presented to it. \
|
||||
Be warned however, choosing to pilot Neovgre is a lifetime commitment, once you are \
|
||||
in you cannot leave and when it is destroyed it will explode catastrophically, with you inside."
|
||||
Be warned however, choosing to pilot or man Neovgre is a lifetime commitment, once you are \
|
||||
in you cannot leave and when it is destroyed it will explode catastrophically, with everyone inside."
|
||||
invocations = list("By the strength of the alloy...!!", "...call forth the Arbiter!!")
|
||||
channel_time = 200 // This is a strong fucking weapon, 20 seconds channel time is getting off light I tell ya.
|
||||
power_cost = 75000 //75 KW
|
||||
usage_tip = "Neovgre is a powerful mech that will crush your enemies!"
|
||||
invokers_required = 5
|
||||
multiple_invokers_used = TRUE
|
||||
object_path = /obj/mecha/combat/neovgre
|
||||
object_path = /obj/vehicle/sealed/mecha/combat/neovgre
|
||||
tier = SCRIPTURE_APPLICATION
|
||||
primary_component = BELLIGERENT_EYE
|
||||
sort_priority = 8
|
||||
|
||||
@@ -72,11 +72,6 @@
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/structure/destructible/clockwork/mech_melee_attack(obj/mecha/M)
|
||||
if(M.occupant && is_servant_of_ratvar(M.occupant) && immune_to_servant_attacks)
|
||||
return FALSE
|
||||
return ..()
|
||||
|
||||
/obj/structure/destructible/clockwork/proc/get_efficiency_mod()
|
||||
if(GLOB.ratvar_awakens)
|
||||
return 2
|
||||
|
||||
+2
-2
@@ -199,7 +199,7 @@
|
||||
|
||||
/obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity, target, origin)
|
||||
var/damage = max((obj_integrity * 0.7) / severity, 100) //requires multiple bombs to take down
|
||||
take_damage(damage, BRUTE, "bomb", 0)
|
||||
take_damage(damage, BRUTE, BOMB, 0)
|
||||
|
||||
/obj/structure/destructible/clockwork/massive/celestial_gateway/proc/get_arrival_time(var/deciseconds = TRUE)
|
||||
if(seconds_until_activation)
|
||||
@@ -301,7 +301,7 @@
|
||||
for(var/obj/O in orange(1, src))
|
||||
if(!O.pulledby && !iseffect(O) && O.density)
|
||||
if(!step_away(O, src, 2) || get_dist(O, src) < 2)
|
||||
O.take_damage(50, BURN, "bomb")
|
||||
O.take_damage(50, BURN, BOMB)
|
||||
O.update_icon()
|
||||
|
||||
conversion_pulse() //Converts the nearby area into clockcult-style
|
||||
|
||||
@@ -76,8 +76,8 @@
|
||||
L.adjust_fire_stacks(damage_per_tick)
|
||||
L.IgniteMob()
|
||||
else if(ismecha(target))
|
||||
var/obj/mecha/M = target
|
||||
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M))
|
||||
var/obj/vehicle/sealed/mecha/M = target
|
||||
M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, MELEE, 1, get_dir(src, M))
|
||||
|
||||
new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target))
|
||||
|
||||
@@ -91,8 +91,8 @@
|
||||
var/mob/living/L = target
|
||||
to_chat(L, "<span class='neovgre'>\"I SEE YOU!\"</span>\n<span class='userdanger'>[src]'s gaze [GLOB.ratvar_awakens ? "melts you alive" : "burns you"]!</span>")
|
||||
else if(ismecha(target))
|
||||
var/obj/mecha/M = target
|
||||
to_chat(M.occupant, "<span class='neovgre'>\"I SEE YOU!\"</span>" )
|
||||
var/obj/vehicle/sealed/mecha/M = target
|
||||
to_chat(M.occupants, "<span class='neovgre'>\"I SEE YOU!\"</span>" )
|
||||
else if(prob(0.5)) //Extremely low chance because of how fast the subsystem it uses processes
|
||||
if(prob(50))
|
||||
visible_message("<span class='notice'>[src][pick(idle_messages)]</span>")
|
||||
@@ -131,8 +131,11 @@
|
||||
. += L
|
||||
var/list/viewcache = list()
|
||||
for(var/N in GLOB.mechas_list)
|
||||
var/obj/mecha/M = N
|
||||
if(get_dist(M, src) <= sight_range && M.occupant && !is_servant_of_ratvar(M.occupant))
|
||||
var/obj/vehicle/sealed/mecha/M = N
|
||||
if(get_dist(M, src) <= sight_range && LAZYLEN(M.occupants))
|
||||
for(var/mob/living/MB in M.occupants)
|
||||
if(is_servant_of_ratvar(MB))
|
||||
return
|
||||
if(!length(viewcache))
|
||||
for (var/obj/Z in view(sight_range, src))
|
||||
viewcache += Z
|
||||
|
||||
+6
-4
@@ -9,12 +9,14 @@
|
||||
|
||||
/obj/structure/destructible/clockwork/trap/trigger/pressure_sensor/mech/Crossed(atom/movable/AM)
|
||||
. = ..()
|
||||
if(!istype(AM,/obj/mecha/))
|
||||
if(!istype(AM,/obj/vehicle/sealed/mecha/))
|
||||
return
|
||||
|
||||
var/obj/mecha/M = AM
|
||||
if(M.occupant && is_servant_of_ratvar(M.occupant))
|
||||
return
|
||||
var/obj/vehicle/sealed/mecha/M = AM
|
||||
if(LAZYLEN(M.occupants))
|
||||
for(var/mob/living/MB in M.occupants)
|
||||
if(is_servant_of_ratvar(MB))
|
||||
return
|
||||
audible_message("<i>*click*</i>")
|
||||
playsound(src, 'sound/items/screwdriver2.ogg', 50, TRUE)
|
||||
activate()
|
||||
|
||||
@@ -68,9 +68,9 @@
|
||||
mouse_opacity = MOUSE_OPACITY_OPAQUE //So players can interact with the tile it's on to pull them off
|
||||
buckle_mob(squirrel, TRUE)
|
||||
else
|
||||
var/obj/mecha/M = locate() in get_turf(src)
|
||||
var/obj/vehicle/sealed/mecha/M = locate() in get_turf(src)
|
||||
if(M)
|
||||
M.take_damage(50,BRUTE,"melee")
|
||||
M.take_damage(50,BRUTE,MELEE)
|
||||
M.visible_message("<span class='danger'>A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!</span>")
|
||||
addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1)
|
||||
else
|
||||
|
||||
@@ -297,7 +297,7 @@
|
||||
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" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
|
||||
heat_protection = HEAD
|
||||
@@ -310,7 +310,7 @@
|
||||
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" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, 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
|
||||
@@ -350,7 +350,7 @@
|
||||
item_state = "magus"
|
||||
desc = "A helm worn by the followers of Nar'Sie."
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT
|
||||
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
|
||||
mutantrace_variation = STYLE_MUZZLE
|
||||
|
||||
@@ -361,7 +361,7 @@
|
||||
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
|
||||
@@ -369,7 +369,7 @@
|
||||
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()
|
||||
|
||||
@@ -385,7 +385,7 @@
|
||||
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/clothing/suit/space/hardsuit/cult/ComponentInitialize()
|
||||
@@ -413,7 +413,7 @@
|
||||
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
|
||||
@@ -423,7 +423,7 @@
|
||||
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
|
||||
|
||||
@@ -473,7 +473,7 @@
|
||||
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
|
||||
|
||||
@@ -483,7 +483,7 @@
|
||||
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)
|
||||
..()
|
||||
|
||||
@@ -177,7 +177,7 @@
|
||||
allowed = list(/obj/item/melee/sickly_blade, /obj/item/forbidden_book, /obj/item/living_heart)
|
||||
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch
|
||||
// slightly better than normal cult robes
|
||||
armor = list("melee" = 50, "bullet" = 50, "laser" = 50,"energy" = 50, "bomb" = 35, "bio" = 20, "rad" = 0, "fire" = 20, "acid" = 20)
|
||||
armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
/obj/item/reagent_containers/glass/beaker/eldritch
|
||||
@@ -193,7 +193,7 @@
|
||||
flags_inv = NONE
|
||||
flags_cover = NONE
|
||||
desc = "Black like tar, doesn't reflect any light. Runic symbols line the outside, with each flash you lose comprehension of what you are seeing."
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
obj_flags = NONE | EXAMINE_SKIP
|
||||
|
||||
/obj/item/clothing/suit/hooded/cultrobes/void
|
||||
@@ -205,7 +205,7 @@
|
||||
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/void
|
||||
flags_inv = NONE
|
||||
// slightly worse than normal cult robes
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/void_cloak
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
|
||||
@@ -402,11 +402,11 @@
|
||||
new /obj/effect/hotspot(T)
|
||||
T.hotspot_expose(700,50,1)
|
||||
// deals damage to mechs
|
||||
for(var/obj/mecha/M in T.contents)
|
||||
for(var/obj/vehicle/sealed/mecha/M in T.contents)
|
||||
if(M in hit_list)
|
||||
continue
|
||||
hit_list += M
|
||||
M.take_damage(45, BURN, "melee", 1)
|
||||
M.take_damage(45, BURN, MELEE, 1)
|
||||
sleep(1.5)
|
||||
|
||||
/obj/effect/proc_holder/spell/targeted/shapeshift/eldritch
|
||||
|
||||
@@ -612,7 +612,7 @@ 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
|
||||
var/turf/lastlocation
|
||||
|
||||
@@ -75,7 +75,7 @@
|
||||
req_access = list(ACCESS_ATMOSPHERICS)
|
||||
max_integrity = 250
|
||||
integrity_failure = 0.33
|
||||
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
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
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)
|
||||
if(interacts_with_air)
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "pod-off"
|
||||
density = 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
|
||||
plane = GAME_PLANE
|
||||
state_open = FALSE
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
density = 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
|
||||
plane = GAME_PLANE
|
||||
circuit = /obj/item/circuitboard/machine/thermomachine
|
||||
|
||||
@@ -9,7 +9,7 @@
|
||||
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/frequency = 0
|
||||
var/atom/target
|
||||
var/id_tag
|
||||
|
||||
@@ -109,7 +109,7 @@
|
||||
. = list(parent)
|
||||
|
||||
/obj/machinery/atmospherics/pipe/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
|
||||
if(damage_flag == "melee" && damage_amount < 12)
|
||||
if(damage_flag == MELEE && damage_amount < 12)
|
||||
return 0
|
||||
. = ..()
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
icon_state = "yellow"
|
||||
density = TRUE
|
||||
volume = 1000
|
||||
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 = 0.4
|
||||
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)
|
||||
anchored = FALSE
|
||||
|
||||
var/datum/gas_mixture/air_contents
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
icon_state = "whip"
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/captain/jungle
|
||||
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/head/rice_hat/cursed // this was a stupid idea lmao
|
||||
name = "cursed rice hat"
|
||||
|
||||
@@ -532,7 +532,7 @@
|
||||
/obj/item/clothing/under/syndicate/coldres
|
||||
name = "insulated tactical turtleneck"
|
||||
desc = "A nondescript 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
|
||||
|
||||
|
||||
@@ -5,8 +5,8 @@
|
||||
/datum/bounty/item/mech/ship(obj/O)
|
||||
if(!applies_to(O))
|
||||
return
|
||||
if(istype(O, /obj/mecha))
|
||||
var/obj/mecha/M = O
|
||||
if(istype(O, /obj/vehicle/sealed/mecha))
|
||||
var/obj/vehicle/sealed/mecha/M = O
|
||||
M.wreckage = null // So the mech doesn't explode.
|
||||
..()
|
||||
|
||||
@@ -16,30 +16,30 @@
|
||||
/datum/bounty/item/mech/ripley
|
||||
name = "APLU \"Ripley\""
|
||||
reward = 13000
|
||||
wanted_types = list(/obj/mecha/working/ripley)
|
||||
exclude_types = list(/obj/mecha/working/ripley/firefighter)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/working/ripley)
|
||||
exclude_types = list(/obj/vehicle/sealed/mecha/working/ripley/firefighter)
|
||||
|
||||
/datum/bounty/item/mech/firefighter
|
||||
name = "APLU \"Firefighter\""
|
||||
reward = 18000
|
||||
wanted_types = list(/obj/mecha/working/ripley/firefighter)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/working/ripley/firefighter)
|
||||
|
||||
/datum/bounty/item/mech/odysseus
|
||||
name = "Odysseus"
|
||||
reward = 11000
|
||||
wanted_types = list(/obj/mecha/medical/odysseus)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/medical/odysseus)
|
||||
|
||||
/datum/bounty/item/mech/gygax
|
||||
name = "Gygax"
|
||||
reward = 28000
|
||||
wanted_types = list(/obj/mecha/combat/gygax)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/combat/gygax)
|
||||
|
||||
/datum/bounty/item/mech/durand
|
||||
name = "Durand"
|
||||
reward = 20000
|
||||
wanted_types = list(/obj/mecha/combat/durand)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/combat/durand)
|
||||
|
||||
/datum/bounty/item/mech/phazon
|
||||
name = "Phazon"
|
||||
reward = 50000
|
||||
wanted_types = list(/obj/mecha/combat/phazon)
|
||||
wanted_types = list(/obj/vehicle/sealed/mecha/combat/phazon)
|
||||
|
||||
@@ -61,7 +61,7 @@ Credit dupes that require a lot of manual work shouldn't be removed, unless they
|
||||
if(ismob(thing))
|
||||
thing.investigate_log("deleted through cargo export",INVESTIGATE_CARGO)
|
||||
if(ismecha(thing))
|
||||
var/obj/mecha/mech = thing
|
||||
var/obj/vehicle/sealed/mecha/mech = thing
|
||||
mech.wreckage = null // why a mech left a wreck when sold i will never know
|
||||
qdel(thing)
|
||||
|
||||
|
||||
@@ -278,69 +278,69 @@
|
||||
/datum/export/large/mech/odysseus
|
||||
cost = 7500
|
||||
unit_name = "working odysseus"
|
||||
export_types = list(/obj/mecha/medical/odysseus)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/medical/odysseus)
|
||||
|
||||
/datum/export/large/mech/ripley
|
||||
cost = 12000
|
||||
unit_name = "working ripley"
|
||||
export_types = list(/obj/mecha/working/ripley)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/working/ripley)
|
||||
|
||||
/datum/export/large/mech/firefighter
|
||||
cost = 14000
|
||||
unit_name = "working firefighter"
|
||||
export_types = list(/obj/mecha/working/ripley/firefighter)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/working/ripley/firefighter)
|
||||
|
||||
/datum/export/large/mech/gygax
|
||||
cost = 19000
|
||||
unit_name = "working gygax"
|
||||
export_types = list(/obj/mecha/combat/gygax)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/gygax)
|
||||
|
||||
/datum/export/large/mech/durand
|
||||
cost = 16000
|
||||
unit_name = "working durand"
|
||||
export_types = list(/obj/mecha/combat/durand)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/durand)
|
||||
|
||||
/datum/export/large/mech/phazon
|
||||
cost = 35000 //Little over half due to needing a core
|
||||
unit_name = "working phazon"
|
||||
export_types = list(/obj/mecha/combat/phazon)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/phazon)
|
||||
|
||||
/datum/export/large/mech/marauder
|
||||
cost = 15000 //Still a Combat class mech - CC tech as well! 150% "normal" boundy price.
|
||||
unit_name = "working marauder"
|
||||
export_types = list(/obj/mecha/combat/marauder)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/marauder)
|
||||
|
||||
/datum/export/large/mech/deathripley
|
||||
cost = 18500 //Still a "Combat class" mech - Illegal tech as well! 165% "normal" boundy price.
|
||||
unit_name = "working illegally modified"
|
||||
export_types = list(/obj/mecha/working/ripley/deathripley)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/working/ripley/deathripley)
|
||||
|
||||
/datum/export/large/mech/gygaxdark
|
||||
cost = 28500 //Still a Combat class mech - Illegal tech as well! 150% "normal" boundy price.
|
||||
unit_name = "working illegally modified gygax"
|
||||
export_types = list(/obj/mecha/combat/gygax/dark)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/gygax/dark)
|
||||
|
||||
/datum/export/large/mech/oldripley
|
||||
cost = 6250 //old mech - Scrap metal ! 50% "normal" boundy price.
|
||||
unit_name = "working miner ripley"
|
||||
export_types = list(/obj/mecha/working/ripley/mining)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/working/ripley/mining)
|
||||
|
||||
/datum/export/large/mech/honk
|
||||
cost = 16000 //Still a "Combat class" mech - Comats bordem honk!
|
||||
unit_name = "working honker"
|
||||
export_types = list(/obj/mecha/combat/honker)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/honker)
|
||||
|
||||
/datum/export/large/mech/reticence
|
||||
cost = 16000 //Still a "Combat class" mech - Has cloking and lethal weaponds.
|
||||
unit_name = "working reticence"
|
||||
export_types = list(/obj/mecha/combat/reticence)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/reticence)
|
||||
|
||||
/datum/export/large/mech/seraph
|
||||
cost = 25500 //Still a Combat class mech - CC tech as well! 150% "normal" boundy price.
|
||||
unit_name = "working seraph"
|
||||
export_types = list(/obj/mecha/combat/marauder/seraph)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/marauder/seraph)
|
||||
|
||||
/datum/export/large/mech/mauler
|
||||
cost = 25000 //Still a Combat class mech - CC lethal weaponds.
|
||||
unit_name = "working legally modified marauder"
|
||||
export_types = list(/obj/mecha/combat/marauder/mauler)
|
||||
export_types = list(/obj/vehicle/sealed/mecha/combat/marauder/mauler)
|
||||
|
||||
@@ -163,7 +163,7 @@
|
||||
cost = 150
|
||||
unit_name = "mech based tool"
|
||||
include_subtypes = TRUE
|
||||
export_types = list(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp, /obj/item/mecha_parts/mecha_equipment/extinguisher, /obj/item/mecha_parts/mecha_equipment/rcd, /obj/item/mecha_parts/mecha_equipment/cable_layer, \
|
||||
export_types = list(/obj/item/mecha_parts/mecha_equipment/hydraulic_clamp, /obj/item/mecha_parts/mecha_equipment/extinguisher, /obj/item/mecha_parts/mecha_equipment/rcd, \
|
||||
/obj/item/mecha_parts/mecha_equipment/drill, /obj/item/mecha_parts/mecha_equipment/mining_scanner, /obj/item/mecha_parts/mecha_equipment/medical/sleeper)
|
||||
|
||||
/datum/export/robotics/mech_blue_space
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
allow_dense = TRUE
|
||||
delivery_icon = null
|
||||
can_weld_shut = FALSE
|
||||
armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
|
||||
armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
|
||||
anchored = TRUE //So it cant slide around after landing
|
||||
anchorable = FALSE
|
||||
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
|
||||
|
||||
@@ -279,7 +279,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/under/chameleon)
|
||||
sensor_flags = NONE
|
||||
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
|
||||
|
||||
@@ -314,7 +314,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon)
|
||||
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
|
||||
|
||||
@@ -342,7 +342,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/glasses/chameleon)
|
||||
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
|
||||
|
||||
@@ -371,7 +371,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/gloves/chameleon)
|
||||
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
|
||||
|
||||
@@ -402,7 +402,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/head/chameleon)
|
||||
icon_state = "greysoft"
|
||||
|
||||
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
|
||||
|
||||
@@ -427,7 +427,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/head/chameleon)
|
||||
/obj/item/clothing/head/chameleon/drone
|
||||
// The camohat, I mean, holographic hat projection, is part of the
|
||||
// drone itself.
|
||||
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()
|
||||
@@ -445,7 +445,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/mask/chameleon)
|
||||
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)
|
||||
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
|
||||
gas_transfer_coefficient = 0.01
|
||||
@@ -480,7 +480,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/mask/chameleon)
|
||||
|
||||
/obj/item/clothing/mask/chameleon/drone
|
||||
//Same as the drone chameleon hat, undroppable and no protection
|
||||
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.
|
||||
voice_change = 0
|
||||
|
||||
@@ -502,7 +502,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/shoes/chameleon)
|
||||
desc = "A pair of black shoes."
|
||||
permeability_coefficient = 0.05
|
||||
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)
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
|
||||
|
||||
var/datum/action/item_action/chameleon/change/chameleon_action
|
||||
@@ -643,7 +643,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/neck/cloak/chameleon)
|
||||
icon = 'icons/obj/clothing/neck.dmi'
|
||||
icon_state = "blacktie"
|
||||
resistance_flags = NONE
|
||||
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)
|
||||
|
||||
/obj/item/clothing/neck/cloak/chameleon
|
||||
var/datum/action/item_action/chameleon/change/chameleon_action
|
||||
|
||||
@@ -185,7 +185,7 @@
|
||||
body_parts_covered &= ~i
|
||||
|
||||
if(body_parts_covered == NONE) // if there are no more parts to break then the whole thing is kaput
|
||||
obj_destruction((damage_type == BRUTE ? "melee" : "laser")) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs
|
||||
obj_destruction((damage_type == BRUTE ? MELEE : LASER)) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs
|
||||
return
|
||||
|
||||
damaged_clothes = CLOTHING_DAMAGED
|
||||
@@ -425,13 +425,13 @@ BLIND // can't see anything
|
||||
|
||||
|
||||
/obj/item/clothing/obj_destruction(damage_flag)
|
||||
if(damage_flag == "bomb")
|
||||
if(damage_flag == BOMB)
|
||||
var/turf/T = get_turf(src)
|
||||
spawn(1) //so the shred survives potential turf change from the explosion.
|
||||
var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
|
||||
Shreds.desc = "The sad remains of what used to be [name]."
|
||||
deconstruct(FALSE)
|
||||
else if(!(damage_flag in list("acid", "fire")))
|
||||
else if(!(damage_flag in list(ACID, FIRE)))
|
||||
damaged_clothes = CLOTHING_SHREDDED
|
||||
body_parts_covered = NONE
|
||||
name = "shredded [initial(name)]"
|
||||
|
||||
@@ -112,7 +112,7 @@
|
||||
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, mob/user, datum/action/A)
|
||||
if(slot == ITEM_SLOT_EYES)
|
||||
|
||||
@@ -211,7 +211,7 @@
|
||||
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"
|
||||
|
||||
@@ -114,7 +114,7 @@
|
||||
icon_state = "narsiearmwraps"
|
||||
item_state = "narsiearmwraps"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 35, RAD = 0, FIRE = 50, ACID = 50)
|
||||
enhancement = 3
|
||||
secondary_trait = TRAIT_KI_VAMPIRE
|
||||
|
||||
@@ -124,7 +124,7 @@
|
||||
icon_state = "ratvararmwraps"
|
||||
item_state = "ratvararmwraps"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = -10, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = -10, ENERGY = 0, BOMB = 0, BIO = 35, RAD = 0, FIRE = 50, ACID = 50)
|
||||
enhancement = 4 //The artifice of Ratvar is unmatched except when it is.
|
||||
secondary_trait = TRAIT_STRONG_GRABBER
|
||||
|
||||
@@ -252,7 +252,7 @@
|
||||
cold_protection = ARMS|HANDS
|
||||
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 10, "energy" = 10, "bomb" = 55, "bio" = 15, "rad" = 15, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 10, BOMB = 55, BIO = 15, RAD = 15, FIRE = 80, ACID = 50)
|
||||
siemens_coefficient = 0
|
||||
permeability_coefficient = 0.05
|
||||
strip_delay = 80
|
||||
@@ -297,7 +297,7 @@
|
||||
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)
|
||||
strip_mod = 0.9
|
||||
|
||||
/obj/item/clothing/gloves/combat
|
||||
@@ -313,7 +313,7 @@
|
||||
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)
|
||||
strip_mod = 1.5
|
||||
|
||||
/obj/item/clothing/gloves/bracer
|
||||
@@ -329,7 +329,7 @@
|
||||
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)
|
||||
|
||||
/obj/item/clothing/gloves/thief
|
||||
name = "black gloves"
|
||||
|
||||
@@ -72,7 +72,7 @@
|
||||
name = "durathread beanie"
|
||||
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
|
||||
icon_state = "beaniedurathread"
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50)
|
||||
|
||||
/obj/item/clothing/head/beanie/waldo
|
||||
name = "red striped bobble hat"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
var/power_on = 0.8
|
||||
var/on = FALSE
|
||||
var/hat_type = "yellow" //Determines used sprites: hardhat[on]_[hat_type] and hardhat[on]_[hat_type]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
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "Standard Security gear. Protects the head from impacts."
|
||||
icon_state = "helmet"
|
||||
item_state = "helmet"
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 40, 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
|
||||
@@ -74,7 +74,7 @@
|
||||
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
|
||||
|
||||
@@ -98,7 +98,7 @@
|
||||
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)
|
||||
@@ -154,7 +154,7 @@
|
||||
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
|
||||
@@ -175,7 +175,7 @@
|
||||
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
|
||||
@@ -188,7 +188,7 @@
|
||||
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"
|
||||
@@ -197,7 +197,7 @@
|
||||
|
||||
/obj/item/clothing/head/helmet/roman/fake
|
||||
desc = "An ancient helmet made of plastic and leather."
|
||||
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/clothing/head/helmet/roman/legionnaire
|
||||
name = "\improper Roman legionnaire helmet"
|
||||
@@ -207,7 +207,7 @@
|
||||
|
||||
/obj/item/clothing/head/helmet/roman/legionnaire/fake
|
||||
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
|
||||
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/clothing/head/helmet/gladiator
|
||||
name = "gladiator helmet"
|
||||
@@ -224,7 +224,7 @@
|
||||
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
|
||||
|
||||
@@ -234,7 +234,7 @@
|
||||
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
|
||||
|
||||
@@ -243,7 +243,7 @@
|
||||
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|HIDESNOUT
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
strip_delay = 80
|
||||
@@ -273,7 +273,7 @@
|
||||
desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket."
|
||||
icon_state = "knight_greyscale"
|
||||
item_state = "knight_greyscale"
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
|
||||
armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40)
|
||||
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
|
||||
/obj/item/clothing/head/helmet/skull
|
||||
@@ -281,7 +281,7 @@
|
||||
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
|
||||
@@ -292,7 +292,7 @@
|
||||
desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly."
|
||||
icon_state = "infiltrator"
|
||||
item_state = "infiltrator"
|
||||
armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
flash_protect = 2
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
@@ -396,14 +396,14 @@
|
||||
desc = "A hardhat with strips of leather and durathread for additional blunt protection."
|
||||
icon_state = "durathread"
|
||||
item_state = "durathread"
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50)
|
||||
|
||||
/obj/item/clothing/head/helmet/rus_helmet
|
||||
name = "russian helmet"
|
||||
desc = "It can hold a bottle of vodka."
|
||||
icon_state = "rus_helmet"
|
||||
item_state = "rus_helmet"
|
||||
armor = list("melee" = 30, "bullet" = 25, "laser" = 20,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 25, LASER = 20,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 20, FIRE = 30, ACID = 50)
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet
|
||||
|
||||
/obj/item/clothing/head/helmet/rus_ushanka
|
||||
@@ -415,7 +415,7 @@
|
||||
body_parts_covered = HEAD
|
||||
cold_protection = HEAD
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 50, RAD = 20, FIRE = -10, ACID = 0)
|
||||
|
||||
/obj/item/clothing/head/helmet/police
|
||||
name = "police officer's hat"
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
icon_state = "captain"
|
||||
item_state = "that"
|
||||
flags_inv = 0
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 60
|
||||
|
||||
dog_fashion = /datum/dog_fashion/head/captain
|
||||
@@ -65,7 +65,7 @@
|
||||
name = "head of personnel's cap"
|
||||
icon_state = "hopcap"
|
||||
desc = "The symbol of true bureaucratic micromanagement."
|
||||
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
dog_fashion = /datum/dog_fashion/head/hop
|
||||
|
||||
/obj/item/clothing/head/hopcap/beret
|
||||
@@ -93,7 +93,7 @@
|
||||
/obj/item/clothing/head/fedora/det_hat
|
||||
name = "detective's fedora"
|
||||
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
|
||||
armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 50)
|
||||
icon_state = "detective"
|
||||
var/candy_cooldown = 0
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective
|
||||
@@ -157,7 +157,7 @@
|
||||
name = "head of security cap"
|
||||
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
|
||||
icon_state = "hoscap"
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60)
|
||||
strip_delay = 80
|
||||
dynamic_hair_suffix = ""
|
||||
|
||||
@@ -183,7 +183,7 @@
|
||||
name = "warden's police hat"
|
||||
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
|
||||
icon_state = "policehelm"
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 60)
|
||||
strip_delay = 60
|
||||
dog_fashion = /datum/dog_fashion/head/warden
|
||||
|
||||
@@ -258,7 +258,7 @@
|
||||
name = "security beret"
|
||||
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
|
||||
icon_state = "beret_badge"
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 60
|
||||
dog_fashion = null
|
||||
|
||||
@@ -368,7 +368,7 @@
|
||||
name = "durathread beret"
|
||||
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
|
||||
icon_state = "beretdurathread"
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50)
|
||||
|
||||
#undef DRILL_DEFAULT
|
||||
#undef DRILL_SHOUTING
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
desc = "It's good to be emperor."
|
||||
item_state = "that"
|
||||
flags_inv = 0
|
||||
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
strip_delay = 80
|
||||
|
||||
/obj/item/clothing/head/spacepolice
|
||||
@@ -301,7 +301,7 @@
|
||||
name = "crown"
|
||||
desc = "A crown fit for a king, a petty king maybe."
|
||||
icon_state = "crown"
|
||||
armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
|
||||
armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
|
||||
resistance_flags = FIRE_PROOF
|
||||
dynamic_hair_suffix = ""
|
||||
|
||||
@@ -458,7 +458,7 @@
|
||||
desc = "Ain't nobody gonna cheat the hangman in my town."
|
||||
icon_state = "hunter"
|
||||
item_state = "hunter"
|
||||
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
/obj/item/clothing/head/kepi
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
custom_materials = list(/datum/material/iron=1750, /datum/material/glass=400)
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 60)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
|
||||
@@ -45,7 +45,7 @@
|
||||
hat_type = "cakehat"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
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)
|
||||
brightness_on = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
heat = 1000
|
||||
@@ -131,7 +131,7 @@
|
||||
item_state = "hardhat0_pumpkin"
|
||||
hat_type = "pumpkin"
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
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)
|
||||
brightness_on = 2 //luminosity when on
|
||||
flags_cover = HEADCOVERSEYES
|
||||
|
||||
@@ -169,7 +169,7 @@
|
||||
item_state = "hardhat0_reindeer"
|
||||
hat_type = "reindeer"
|
||||
flags_inv = 0
|
||||
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)
|
||||
brightness_on = 1 //luminosity when on
|
||||
dynamic_hair_suffix = ""
|
||||
|
||||
@@ -245,14 +245,14 @@
|
||||
icon = 'icons/obj/clothing/clockwork_garb.dmi'
|
||||
icon_state = "clockwork_helmet_old"
|
||||
flags_inv = HIDEEARS|HIDEHAIR
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
|
||||
/obj/item/clothing/head/foilhat
|
||||
name = "tinfoil hat"
|
||||
desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat."
|
||||
icon_state = "foilhat"
|
||||
item_state = "foilhat"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = -5,ENERGY = 0, BOMB = 0, BIO = 0, RAD = -5, FIRE = 0, ACID = 0)
|
||||
equip_delay_other = 140
|
||||
var/datum/brain_trauma/mild/phobia/conspiracies/paranoia
|
||||
var/warped = FALSE
|
||||
@@ -320,7 +320,7 @@
|
||||
name = "flak helmet"
|
||||
icon_state = "m1helm"
|
||||
item_state = "helmet"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0.1, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = -15)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0.1, BIO = 0, RAD = 0, FIRE = -10, ACID = -15)
|
||||
desc = "A dilapidated helmet used in ancient wars. This one is brittle and essentially useless. An ace of spades is tucked into the band around the outer shell."
|
||||
pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny/spacenam //So you can stuff other things in the elastic band instead of it simply being a fluff thing.
|
||||
|
||||
|
||||
@@ -119,7 +119,7 @@
|
||||
desc = "It's a robust baseball hat in tasteful red colour."
|
||||
icon_state = "secsoft"
|
||||
soft_type = "sec"
|
||||
armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
|
||||
strip_delay = 60
|
||||
dog_fashion = null
|
||||
|
||||
@@ -137,6 +137,6 @@
|
||||
soft_type = "baseball"
|
||||
item_state = "baseballsoft"
|
||||
flags_inv = HIDEEYES|HIDEFACE
|
||||
armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90)
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 90)
|
||||
strip_delay = 90 //You dont take a Major Leage cap
|
||||
dog_fashion = null
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 30, "acid" = 30)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 10, FIRE = 30, ACID = 30)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
mutantrace_variation = STYLE_MUZZLE
|
||||
var/voice_unknown = TRUE ///This makes it so that your name shows up as unknown when wearing the mask.
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000)
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 55)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
|
||||
flags_cover = MASKCOVERSEYES
|
||||
@@ -68,7 +68,7 @@
|
||||
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
|
||||
icon_state = "plaguedoctor"
|
||||
item_state = "gas_mask"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 2,"energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/mask/gas/syndicate
|
||||
name = "syndicate mask"
|
||||
|
||||
@@ -29,7 +29,7 @@
|
||||
visor_flags_cover = MASKCOVERSMOUTH
|
||||
gas_transfer_coefficient = 0.9
|
||||
permeability_coefficient = 0.01
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, RAD = 0, FIRE = 0, ACID = 0)
|
||||
actions_types = list(/datum/action/item_action/adjust)
|
||||
mutantrace_variation = STYLE_MUZZLE
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
visor_flags_inv = null
|
||||
visor_flags_cover = null
|
||||
permeability_coefficient = 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)
|
||||
|
||||
/obj/item/clothing/mask/surgical/attack_self(mob/user)
|
||||
adjustmask(user)
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
item_state = "jackboots"
|
||||
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
|
||||
armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
|
||||
strip_delay = 70
|
||||
resistance_flags = NONE
|
||||
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
|
||||
@@ -40,7 +40,7 @@
|
||||
desc = "High speed, no drag combat boots."
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = NOSLIP
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50)
|
||||
|
||||
/obj/item/clothing/shoes/sandal
|
||||
desc = "A pair of rather plain wooden sandals."
|
||||
@@ -73,7 +73,7 @@
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
resistance_flags = NONE
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75)
|
||||
custom_price = PRICE_ABOVE_EXPENSIVE
|
||||
can_be_tied = FALSE
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS
|
||||
item_state = "spaceold"
|
||||
permeability_coefficient = 0.01
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70, WOUND = 5)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
dynamic_hair_suffix = ""
|
||||
dynamic_fhair_suffix = ""
|
||||
@@ -36,7 +36,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
|
||||
slowdown = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70, WOUND = 5)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "chronohelmet"
|
||||
item_state = "chronohelmet"
|
||||
slowdown = 1
|
||||
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100, "wound" = 80)
|
||||
armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 100, WOUND = 80)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/obj/item/clothing/suit/space/chronos/suit = null
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
icon_state = "chronosuit"
|
||||
item_state = "chronosuit"
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000, "wound" = 80)
|
||||
armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 1000, WOUND = 80)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun)
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
icon_state = "hardsuit0-engineering"
|
||||
item_state = "eng_helm"
|
||||
max_integrity = 300
|
||||
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10)
|
||||
var/basestate = "hardsuit"
|
||||
var/brightness_on = 4 //luminosity when on
|
||||
var/on = FALSE
|
||||
@@ -98,7 +98,7 @@
|
||||
icon_state = "hardsuit-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
max_integrity = 300
|
||||
armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
|
||||
siemens_coefficient = 0
|
||||
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
|
||||
@@ -167,7 +167,7 @@
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
|
||||
icon_state = "hardsuit0-engineering"
|
||||
item_state = "eng_helm"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
hardsuit_type = "engineering"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -176,7 +176,7 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
|
||||
icon_state = "hardsuit-engineering"
|
||||
item_state = "eng_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
|
||||
resistance_flags = FIRE_PROOF
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC
|
||||
@@ -188,7 +188,7 @@
|
||||
icon_state = "hardsuit0-atmospherics"
|
||||
item_state = "atmo_helm"
|
||||
hardsuit_type = "atmospherics"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -197,7 +197,7 @@
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
|
||||
icon_state = "hardsuit-atmospherics"
|
||||
item_state = "atmo_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
|
||||
@@ -209,7 +209,7 @@
|
||||
icon_state = "hardsuit0-white"
|
||||
item_state = "ce_helm"
|
||||
hardsuit_type = "white"
|
||||
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -218,7 +218,7 @@
|
||||
name = "advanced hardsuit"
|
||||
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
|
||||
item_state = "ce_hardsuit"
|
||||
armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
|
||||
@@ -234,7 +234,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
heat_protection = HEAD
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
|
||||
brightness_on = 7
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
|
||||
|
||||
@@ -265,7 +265,7 @@
|
||||
hardsuit_type = "mining"
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -298,7 +298,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_helm"
|
||||
hardsuit_type = "syndi"
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
|
||||
on = FALSE
|
||||
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
|
||||
@@ -376,7 +376,7 @@
|
||||
item_state = "syndie_hardsuit"
|
||||
hardsuit_type = "syndi"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
|
||||
jetpack = /obj/item/tank/jetpack/suit
|
||||
@@ -389,7 +389,7 @@
|
||||
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
hardsuit_type = "syndielite"
|
||||
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25)
|
||||
armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -407,7 +407,7 @@
|
||||
icon_state = "hardsuit0-syndielite"
|
||||
hardsuit_type = "syndielite"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
|
||||
armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25)
|
||||
armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -447,7 +447,7 @@
|
||||
item_state = "wiz_helm"
|
||||
hardsuit_type = "wiz"
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
|
||||
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
heat_protection = HEAD //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
|
||||
@@ -462,7 +462,7 @@
|
||||
item_state = "wiz_hardsuit"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals)
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
@@ -482,7 +482,7 @@
|
||||
item_state = "medical_helm"
|
||||
hardsuit_type = "medical"
|
||||
flash_protect = 0
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS
|
||||
|
||||
@@ -505,7 +505,7 @@
|
||||
item_state = "medical_hardsuit"
|
||||
slowdown = 0.8
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical)
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC
|
||||
|
||||
@@ -517,7 +517,7 @@
|
||||
hardsuit_type = "rd"
|
||||
resistance_flags = ACID_PROOF | FIRE_PROOF
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
|
||||
var/obj/machinery/doppler_array/integrated/bomb_radar
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS
|
||||
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
|
||||
@@ -547,7 +547,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
|
||||
/obj/item/hand_tele, /obj/item/aicard)
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
|
||||
|
||||
//Security hardsuit
|
||||
@@ -557,14 +557,14 @@
|
||||
icon_state = "hardsuit0-sec"
|
||||
item_state = "sec_helm"
|
||||
hardsuit_type = "sec"
|
||||
armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20)
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/security
|
||||
icon_state = "hardsuit-sec"
|
||||
name = "security hardsuit"
|
||||
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
item_state = "sec_hardsuit"
|
||||
armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20)
|
||||
armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC
|
||||
|
||||
@@ -578,13 +578,13 @@
|
||||
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
|
||||
icon_state = "hardsuit0-hos"
|
||||
hardsuit_type = "hos"
|
||||
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25)
|
||||
armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/security/hos
|
||||
icon_state = "hardsuit-hos"
|
||||
name = "head of security's hardsuit"
|
||||
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
|
||||
armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25)
|
||||
armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
|
||||
jetpack = /obj/item/tank/jetpack/suit
|
||||
|
||||
@@ -594,7 +594,7 @@
|
||||
icon_state = "capspace"
|
||||
item_state = "capspacehelmet"
|
||||
desc = "A tactical SWAT helmet MK.II boasting better protection and a horrible fashion sense."
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask
|
||||
heat_protection = HEAD
|
||||
@@ -609,7 +609,7 @@
|
||||
desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. Better not let the assistants get a hold of it."
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
|
||||
@@ -625,7 +625,7 @@
|
||||
desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding."
|
||||
icon_state = "hardsuit0-clown"
|
||||
item_state = "hardsuit0-clown"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30, WOUND = 10)
|
||||
hardsuit_type = "clown"
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/clown
|
||||
@@ -633,7 +633,7 @@
|
||||
desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it."
|
||||
icon_state = "hardsuit-clown"
|
||||
item_state = "clown_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30, WOUND = 10)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
|
||||
@@ -651,7 +651,7 @@
|
||||
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
|
||||
icon_state = "hardsuit0-ancient"
|
||||
item_state = "anc_helm"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
hardsuit_type = "ancient"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -660,7 +660,7 @@
|
||||
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
|
||||
icon_state = "hardsuit-ancient"
|
||||
item_state = "anc_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
slowdown = 3
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
|
||||
resistance_flags = FIRE_PROOF
|
||||
@@ -673,7 +673,7 @@
|
||||
desc = "The Multi-Augmented Severe Operations Networked Resource Integration Gear is an man-portable tank designed for extreme environmental situations. It is excessively bulky, but rated for all but the most atomic of hazards. The specialized armor is surprisingly weak to conventional weaponry. The exo slot can attach most storage bags on to the suit."
|
||||
icon_state = "hardsuit-ancient"
|
||||
item_state = "anc_hardsuit"
|
||||
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10)
|
||||
armor = list(MELEE = 20, BULLET = 15, LASER = 15, ENERGY = 45, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 10)
|
||||
slowdown = 6 //Slow
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient/mason
|
||||
@@ -686,7 +686,7 @@
|
||||
desc = "The M.A.S.O.N RIG helmet is complimentary to the rest of the armor. It features a very large, high powered flood lamp and robust flash protection."
|
||||
icon_state = "hardsuit0-ancient"
|
||||
item_state = "anc_helm"
|
||||
armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10)
|
||||
armor = list(MELEE = 20, BULLET = 15, LASER = 15, ENERGY = 45, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 10)
|
||||
hardsuit_type = "ancient"
|
||||
brightness_on = 16
|
||||
flash_protect = 5 //We will not be flash by bombs
|
||||
@@ -752,7 +752,7 @@
|
||||
item_state = "rig0-soviet"
|
||||
hardsuit_type = "soviet"
|
||||
icon_state = "rig0-soviet"
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 20, FIRE = 50, ACID = 75, WOUND = 15)
|
||||
mutantrace_variation = NONE
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/soviet
|
||||
@@ -761,7 +761,7 @@
|
||||
item_state = "rig-soviet"
|
||||
icon_state = "rig-soviet"
|
||||
slowdown = 0.8
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 20, FIRE = 50, ACID = 75, WOUND = 15)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet
|
||||
mutantrace_variation = NONE
|
||||
|
||||
@@ -777,7 +777,7 @@
|
||||
icon_state = "hardsuit-hos"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
|
||||
allowed = null
|
||||
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
|
||||
armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
var/max_charges = 3 //How many charges total the shielding has
|
||||
var/current_charges //if null, will default to max_chargs
|
||||
@@ -806,7 +806,7 @@
|
||||
item_state = "ert_medical"
|
||||
hardsuit_type = "ert_medical"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
|
||||
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30)
|
||||
armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95, WOUND = 30)
|
||||
slowdown = 0
|
||||
max_charges = 5
|
||||
|
||||
@@ -835,7 +835,7 @@
|
||||
icon_state = "hardsuit0-ert_medical"
|
||||
item_state = "hardsuit0-ert_medical"
|
||||
hardsuit_type = "ert_medical"
|
||||
armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30)
|
||||
armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95, WOUND = 30)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
|
||||
icon_state = "hardsuit0-ert_security"
|
||||
@@ -857,7 +857,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_hardsuit"
|
||||
hardsuit_type = "syndi"
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
|
||||
slowdown = 0
|
||||
@@ -873,7 +873,7 @@
|
||||
icon_state = "hardsuit1-syndi"
|
||||
item_state = "syndie_helm"
|
||||
hardsuit_type = "syndi"
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
|
||||
///SWAT version
|
||||
/obj/item/clothing/suit/space/hardsuit/shielded/swat
|
||||
@@ -884,7 +884,7 @@
|
||||
hardsuit_type = "syndi"
|
||||
max_charges = 4
|
||||
recharge_delay = 15
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
|
||||
@@ -896,7 +896,7 @@
|
||||
icon_state = "deathsquad"
|
||||
item_state = "deathsquad"
|
||||
hardsuit_type = "syndi"
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
actions_types = list()
|
||||
@@ -914,7 +914,7 @@
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
heat_protection = HEAD
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30)
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, WOUND = 30)
|
||||
brightness_on = 7
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
|
||||
var/energy_color = "#35FFF0"
|
||||
@@ -958,7 +958,7 @@
|
||||
item_state = "swat_suit"
|
||||
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | LAVA_PROOF
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30)
|
||||
armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, WOUND = 30)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
|
||||
@@ -22,7 +22,7 @@ Contains:
|
||||
desc = "An advanced tactical space helmet."
|
||||
icon_state = "deathsquad"
|
||||
item_state = "deathsquad"
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -37,7 +37,7 @@ Contains:
|
||||
icon_state = "deathsquad"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -51,7 +51,7 @@ Contains:
|
||||
icon_state = "heavy"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
|
||||
armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 25)
|
||||
armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 25)
|
||||
strip_delay = 120
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
@@ -63,7 +63,7 @@ Contains:
|
||||
dynamic_hair_suffix = "+generic"
|
||||
dynamic_fhair_suffix = "+generic"
|
||||
flags_inv = 0
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -79,7 +79,7 @@ Contains:
|
||||
flags_inv = 0
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -140,7 +140,7 @@ Contains:
|
||||
desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar."
|
||||
icon_state = "pirate"
|
||||
item_state = "pirate"
|
||||
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75, "wound" = 30)
|
||||
armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75, WOUND = 30)
|
||||
flags_inv = HIDEHAIR
|
||||
strip_delay = 40
|
||||
equip_delay_other = 20
|
||||
@@ -163,7 +163,7 @@ Contains:
|
||||
flags_inv = 0
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
|
||||
slowdown = 0
|
||||
armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75, "wound" = 30)
|
||||
armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75, WOUND = 30)
|
||||
strip_delay = 40
|
||||
equip_delay_other = 20
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
@@ -175,7 +175,7 @@ Contains:
|
||||
icon_state = "hardsuit0-ert_commander"
|
||||
item_state = "hardsuit0-ert_commander"
|
||||
hardsuit_type = "ert_commander"
|
||||
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30)
|
||||
armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 30)
|
||||
strip_delay = 130
|
||||
brightness_on = 7
|
||||
resistance_flags = ACID_PROOF
|
||||
@@ -191,7 +191,7 @@ Contains:
|
||||
item_state = "ert_command"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30)
|
||||
armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 30)
|
||||
slowdown = 0
|
||||
strip_delay = 130
|
||||
resistance_flags = ACID_PROOF
|
||||
@@ -243,7 +243,7 @@ Contains:
|
||||
icon_state = "hardsuit0-ert_commander-alert"
|
||||
item_state = "hardsuit0-ert_commander-alert"
|
||||
hardsuit_type = "ert_commander-alert"
|
||||
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50)
|
||||
armor = list(MELEE = 70, BULLET = 55, LASER = 50, ENERGY = 50, BOMB = 65, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 50)
|
||||
brightness_on = 8
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -253,7 +253,7 @@ Contains:
|
||||
icon_state = "ert_command-alert"
|
||||
item_state = "ert_command-alert"
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert
|
||||
armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50)
|
||||
armor = list(MELEE = 70, BULLET = 55, LASER = 50, ENERGY = 50, BOMB = 65, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 50)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC
|
||||
|
||||
@@ -301,7 +301,7 @@ Contains:
|
||||
icon_state = "space"
|
||||
item_state = "s_suit"
|
||||
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/eva
|
||||
name = "EVA helmet"
|
||||
@@ -309,7 +309,7 @@ Contains:
|
||||
item_state = "space"
|
||||
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
|
||||
flash_protect = 0
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65, WOUND = 10)
|
||||
|
||||
//Radiation
|
||||
/obj/item/clothing/head/helmet/space/rad
|
||||
@@ -317,7 +317,7 @@ Contains:
|
||||
desc = "A special helmet that protects against radiation and space. Not much else unfortunately."
|
||||
icon_state = "cespace_helmet"
|
||||
item_state = "nothing"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
resistance_flags = FIRE_PROOF
|
||||
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
|
||||
actions_types = list()
|
||||
@@ -327,7 +327,7 @@ Contains:
|
||||
desc = "A special suit that protects against radiation and space. Not much else unfortunately."
|
||||
icon_state = "hardsuit-rad"
|
||||
item_state = "nothing"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
resistance_flags = FIRE_PROOF
|
||||
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
|
||||
mutantrace_variation = NONE
|
||||
@@ -337,7 +337,7 @@ Contains:
|
||||
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
|
||||
icon_state = "griffinhat"
|
||||
item_state = "griffinhat"
|
||||
armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20)
|
||||
armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 25, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 20)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF | FIRE_PROOF
|
||||
@@ -349,7 +349,7 @@ Contains:
|
||||
icon_state = "freedom"
|
||||
item_state = "freedom"
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20)
|
||||
armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 25, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 20)
|
||||
strip_delay = 130
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = ACID_PROOF | FIRE_PROOF
|
||||
@@ -362,7 +362,7 @@ Contains:
|
||||
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
|
||||
icon_state = "carp_helm"
|
||||
item_state = "syndicate"
|
||||
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy as a space carp
|
||||
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75, WOUND = 5) //As whimpy as a space carp
|
||||
brightness_on = 0 //luminosity when on
|
||||
actions_types = list()
|
||||
mutantrace_variation = NONE
|
||||
@@ -378,7 +378,7 @@ Contains:
|
||||
icon_state = "carp_suit"
|
||||
item_state = "space_suit_syndicate"
|
||||
slowdown = 0 //Space carp magic, never stop believing
|
||||
armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy whimpy whoo
|
||||
armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75, WOUND = 5) //As whimpy whimpy whoo
|
||||
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
@@ -440,14 +440,14 @@ Contains:
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/old
|
||||
desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats. Alas, this one looks pretty worn out and rusted."
|
||||
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20)
|
||||
armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20)
|
||||
slowdown = 0.8
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old
|
||||
charges = 12
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old
|
||||
desc = "A helmet worn by those who deal with paranormal threats for a living. Alas, this one looks pretty worn out and rusted."
|
||||
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20)
|
||||
armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20)
|
||||
charges = 12
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker
|
||||
@@ -465,14 +465,14 @@ Contains:
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker/old
|
||||
desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome."
|
||||
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20)
|
||||
armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20)
|
||||
slowdown = 0.8
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
|
||||
charges = 6
|
||||
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
|
||||
desc = "Peering into the eyes of the helmet is enough to seal damnation. This one is pretty battle-worn, but still fearsome."
|
||||
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20)
|
||||
armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20)
|
||||
charges = 6
|
||||
|
||||
/obj/item/clothing/head/helmet/space/fragile
|
||||
@@ -480,7 +480,7 @@ Contains:
|
||||
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
|
||||
icon_state = "syndicate-helm-orange"
|
||||
item_state = "syndicate-helm-orange"
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
strip_delay = 65
|
||||
|
||||
/obj/item/clothing/suit/space/fragile
|
||||
@@ -490,7 +490,7 @@ Contains:
|
||||
icon_state = "syndicate-orange"
|
||||
item_state = "syndicate-orange"
|
||||
slowdown = 2
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
strip_delay = 65
|
||||
|
||||
/obj/item/clothing/suit/space/fragile/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
@@ -523,7 +523,7 @@ Contains:
|
||||
icon_state = "hunter"
|
||||
item_state = "swat_suit"
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
|
||||
armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 25)
|
||||
armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 25)
|
||||
strip_delay = 130
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
name = "EVA plasma envirosuit"
|
||||
desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges."
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
resistance_flags = FIRE_PROOF
|
||||
icon_state = "plasmaman_suit"
|
||||
item_state = "plasmaman_suit"
|
||||
@@ -42,7 +42,7 @@
|
||||
strip_delay = 80
|
||||
flash_protect = 2
|
||||
tint = 2
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/brightness_on = 4 //luminosity when the light is on
|
||||
var/helmet_on = FALSE
|
||||
@@ -155,7 +155,7 @@
|
||||
desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, along-side other undesirables."
|
||||
icon_state = "security_envirohelm"
|
||||
item_state = "security_envirohelm"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 20)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 20)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/security/warden
|
||||
name = "warden's plasma envirosuit helmet"
|
||||
@@ -214,7 +214,7 @@
|
||||
desc = "A sturdier plasmaman envirohelmet designed for research directors."
|
||||
icon_state = "rd_envirohelm"
|
||||
item_state = "rd_envirohelm"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/robotics
|
||||
name = "robotics plasma envirosuit helmet"
|
||||
@@ -227,7 +227,7 @@
|
||||
desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange."
|
||||
icon_state = "engineer_envirohelm"
|
||||
item_state = "engineer_envirohelm"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/engineering/ce
|
||||
name = "chief engineer's plasma envirosuit helmet"
|
||||
@@ -277,7 +277,7 @@
|
||||
desc = "A blue and gold envirohelm designed for the station's captain, nonetheless. Made of superior materials to protect them from the station hazards and more."
|
||||
icon_state = "captain_envirohelm"
|
||||
item_state = "captain_envirohelm"
|
||||
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 85, "wound" = 15)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 85, WOUND = 15)
|
||||
|
||||
/obj/item/clothing/head/helmet/space/plasmaman/curator
|
||||
name = "curator's plasma envirosuit helmet"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "syndicate"
|
||||
item_state = "syndicate"
|
||||
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85, "wound" = 20)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85, WOUND = 20)
|
||||
|
||||
/obj/item/clothing/suit/space/syndicate
|
||||
name = "red space suit"
|
||||
@@ -13,7 +13,7 @@
|
||||
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
|
||||
armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85, "wound" = 20)
|
||||
armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85, WOUND = 20)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE
|
||||
|
||||
//Green syndicate space suit
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
block_priority = BLOCK_PRIORITY_WEAR_SUIT
|
||||
var/fire_resist = T0C+100
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
slot_flags = ITEM_SLOT_OCLOTHING
|
||||
body_parts_covered = CHEST
|
||||
var/blood_overlay_type = "suit"
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
equip_delay_other = 40
|
||||
max_integrity = 250
|
||||
resistance_flags = NONE
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
|
||||
|
||||
/obj/item/clothing/suit/armor/Initialize()
|
||||
@@ -58,7 +58,7 @@
|
||||
icon_state = "hos"
|
||||
item_state = "greatcoat"
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10)
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
strip_delay = 80
|
||||
@@ -126,7 +126,7 @@
|
||||
icon_state = "capcarapace"
|
||||
item_state = "armor"
|
||||
body_parts_covered = CHEST|GROIN
|
||||
armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10)
|
||||
dog_fashion = null
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -142,7 +142,7 @@
|
||||
icon_state = "capformal"
|
||||
item_state = "capspacesuit"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10)
|
||||
togglename = "buttons"
|
||||
|
||||
/obj/item/clothing/suit/toggle/captains_parade/Initialize()
|
||||
@@ -157,7 +157,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 20)
|
||||
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 20)
|
||||
blocks_shove_knockdown = TRUE
|
||||
strip_delay = 80
|
||||
equip_delay_other = 60
|
||||
@@ -168,7 +168,7 @@
|
||||
icon_state = "bonearmor"
|
||||
item_state = "bonearmor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
|
||||
|
||||
/obj/item/clothing/suit/armor/bulletproof
|
||||
@@ -177,7 +177,7 @@
|
||||
icon_state = "bulletproof"
|
||||
item_state = "armor"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 20)
|
||||
armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)
|
||||
strip_delay = 70
|
||||
equip_delay_other = 50
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
@@ -188,7 +188,7 @@
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
var/hit_reflect_chance = 40
|
||||
@@ -216,7 +216,7 @@
|
||||
desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts."
|
||||
icon_state = "infiltrator"
|
||||
item_state = "infiltrator"
|
||||
armor = list("melee" = 30, "bullet" = 40, "laser" = 20, "energy" = 30, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 30, BULLET = 40, LASER = 20, ENERGY = 30, BOMB = 70, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
strip_delay = 80
|
||||
|
||||
@@ -236,7 +236,7 @@
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
|
||||
|
||||
/obj/item/clothing/suit/armor/heavy
|
||||
name = "heavy armor"
|
||||
@@ -249,7 +249,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 3
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -257,7 +257,7 @@
|
||||
clothing_flags = THICKMATERIAL
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
|
||||
armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
|
||||
|
||||
/obj/item/clothing/suit/armor/tdome/red
|
||||
name = "thunderdome suit"
|
||||
@@ -295,7 +295,7 @@
|
||||
desc = "A classic suit of armour, able to be made from many different materials."
|
||||
icon_state = "knight_greyscale"
|
||||
item_state = "knight_greyscale"
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40, "wound" = 15)
|
||||
armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40, WOUND = 15)
|
||||
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/durathread
|
||||
@@ -307,14 +307,14 @@
|
||||
equip_delay_other = 40
|
||||
max_integrity = 200
|
||||
resistance_flags = FLAMMABLE
|
||||
armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/russian
|
||||
name = "russian vest"
|
||||
desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?"
|
||||
icon_state = "rus_armor"
|
||||
item_state = "rus_armor"
|
||||
armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 15, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/russian_coat
|
||||
name = "russian battle coat"
|
||||
@@ -325,7 +325,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal
|
||||
name = "\improper CentCom formal coat"
|
||||
@@ -333,7 +333,7 @@
|
||||
icon_state = "centcom_formal"
|
||||
item_state = "centcom"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 60)
|
||||
armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, RAD = 10, FIRE = 10, ACID = 60)
|
||||
togglename = "buttons"
|
||||
|
||||
/obj/item/clothing/suit/toggle/armor/vest/centcom_formal/Initialize()
|
||||
@@ -346,7 +346,7 @@
|
||||
icon_state = "hosformal"
|
||||
item_state = "hostrench"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
|
||||
armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10)
|
||||
togglename = "buttons"
|
||||
|
||||
/obj/item/clothing/suit/toggle/armor/hos/hos_formal/Initialize()
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
desc = "A hood that protects the head and face from biological contaminants."
|
||||
permeability_coefficient = 0.01
|
||||
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 60, FIRE = 30, ACID = 100)
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
|
||||
resistance_flags = ACID_PROOF
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
@@ -23,7 +23,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 1
|
||||
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/pen, /obj/item/flashlight/pen, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 60, FIRE = 30, ACID = 100)
|
||||
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR
|
||||
strip_delay = 70
|
||||
equip_delay_other = 70
|
||||
@@ -48,11 +48,11 @@
|
||||
|
||||
//Security biosuit, grey with red stripe across the chest
|
||||
/obj/item/clothing/head/bio_hood/security
|
||||
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
|
||||
armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
|
||||
icon_state = "bio_security"
|
||||
|
||||
/obj/item/clothing/suit/bio_suit/security
|
||||
armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
|
||||
armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
|
||||
icon_state = "bio_security"
|
||||
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@
|
||||
icon_state = "goliath_cloak"
|
||||
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/spear/bonespear, /obj/item/organ/regenerative_core/legion, /obj/item/kitchen/knife/combat/bone, /obj/item/kitchen/knife/combat/survival)
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
|
||||
armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
|
||||
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
|
||||
body_parts_covered = CHEST|ARMS|LEGS
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
name = "goliath cloak hood"
|
||||
icon_state = "golhood"
|
||||
desc = "A protective & concealing hood."
|
||||
armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
|
||||
armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
|
||||
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
|
||||
|
||||
/obj/item/clothing/suit/hooded/cloak/drake
|
||||
@@ -76,7 +76,7 @@
|
||||
icon_state = "dragon"
|
||||
desc = "A suit of armour fashioned from the remains of an ash drake."
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/spear)
|
||||
armor = list("melee" = 70, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 70, BULLET = 20, LASER = 35, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
|
||||
hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -87,7 +87,7 @@
|
||||
name = "drake helm"
|
||||
icon_state = "dragon"
|
||||
desc = "The skull of a dragon."
|
||||
armor = list("melee" = 70, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 70, BULLET = 20, LASER = 35, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
|
||||
heat_protection = HEAD
|
||||
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF | GOLIATH_RESISTANCE
|
||||
|
||||
@@ -102,7 +102,7 @@
|
||||
item_state = "det_suit"
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = CHEST|GROIN|LEGS|ARMS
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
|
||||
cold_protection = CHEST|GROIN|LEGS|ARMS
|
||||
heat_protection = CHEST|GROIN|LEGS|ARMS
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
@@ -176,7 +176,7 @@
|
||||
|
||||
/obj/item/clothing/suit/toggle/lawyer/black/syndie
|
||||
desc = "A snappy dress jacket. Suspiciously has no tags or branding."
|
||||
armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40)
|
||||
|
||||
//Mime
|
||||
/obj/item/clothing/suit/suspenders
|
||||
@@ -204,7 +204,7 @@
|
||||
blood_overlay_type = "coat"
|
||||
body_parts_covered = CHEST|ARMS
|
||||
allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip)
|
||||
armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
|
||||
cold_protection = CHEST|ARMS
|
||||
heat_protection = CHEST|ARMS
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
@@ -27,7 +27,7 @@
|
||||
/obj/item/tank/internals/plasmaman
|
||||
)
|
||||
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50)
|
||||
togglename = "buttons"
|
||||
species_exception = list(/datum/species/golem)
|
||||
|
||||
@@ -78,7 +78,7 @@
|
||||
icon_state = "sci_dep_jacket"
|
||||
item_state = "sci_dep_jacket"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/depjacket/med
|
||||
name = "medical jacket"
|
||||
@@ -86,14 +86,14 @@
|
||||
icon_state = "med_dep_jacket"
|
||||
item_state = "med_dep_jacket"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/depjacket/sec
|
||||
name = "security jacket"
|
||||
desc = "A comfortable jacket in security red."
|
||||
icon_state = "sec_dep_jacket"
|
||||
item_state = "sec_dep_jacket"
|
||||
armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
|
||||
allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
|
||||
/obj/item/clothing/suit/toggle/labcoat/depjacket/sup
|
||||
@@ -113,5 +113,5 @@
|
||||
desc = "A comfortable jacket in engineering yellow."
|
||||
icon_state = "engi_dep_jacket"
|
||||
item_state = "engi_dep_jacket"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 45)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
|
||||
@@ -538,7 +538,7 @@
|
||||
icon_state = "pufferjacket"
|
||||
item_state = "hostrench"
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/suit/jacket/puffer/vest
|
||||
name = "puffer vest"
|
||||
@@ -548,7 +548,7 @@
|
||||
body_parts_covered = CHEST|GROIN
|
||||
cold_protection = CHEST|GROIN
|
||||
heat_protection = CHEST|GROIN
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/suit/jacket/miljacket
|
||||
name = "military jacket"
|
||||
@@ -635,7 +635,7 @@
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
body_parts_covered = CHEST|GROIN
|
||||
attack_verb = list("warned", "cautioned", "smashed")
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
|
||||
/obj/item/clothing/suit/petharness
|
||||
name = "pet harness"
|
||||
@@ -669,7 +669,7 @@
|
||||
heat_protection = CHEST|GROIN|ARMS
|
||||
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = COAT_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
@@ -689,7 +689,7 @@
|
||||
name = "centcom winter coat"
|
||||
icon_state = "coatcentcom"
|
||||
item_state = "coatcentcom"
|
||||
armor = list("melee" = 40, "bullet" = 45, "laser" = 45, "energy" = 35, "bomb" = 40, "bio" = 25, "rad" = 25, "fire" = 35, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 45, LASER = 45, ENERGY = 35, BOMB = 40, BIO = 25, RAD = 25, FIRE = 35, ACID = 50)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/centcom
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/centcom/Initialize()
|
||||
@@ -698,14 +698,14 @@
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/centcom
|
||||
icon_state = "winterhood_centcom"
|
||||
armor = list("melee" = 40, "bullet" = 45, "laser" = 45, "energy" = 35, "bomb" = 40, "bio" = 25, "rad" = 25, "fire" = 35, "acid" = 50)
|
||||
armor = list(MELEE = 40, BULLET = 45, LASER = 45, ENERGY = 35, BOMB = 40, BIO = 25, RAD = 25, FIRE = 35, ACID = 50)
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/captain
|
||||
name = "captain's winter coat"
|
||||
desc = "A luxurious winter coat, stuffed with the down of the endangered Uka bird and trimmed with genuine sable. The fabric is an indulgently soft micro-fiber, and the deep ultramarine color is only one that could be achieved with minute amounts of crystalline bluespace dust woven into the thread between the plectrums. Extremely lavish, and extremely durable. The tiny flakes of protective material make it nothing short of extremely light lamellar armor."
|
||||
icon_state = "coatcaptain"
|
||||
item_state = "coatcaptain"
|
||||
armor = list("melee" = 25, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
|
||||
armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/captain
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/captain/Initialize()
|
||||
@@ -721,7 +721,7 @@
|
||||
desc = "A cozy winter coat, covered in thick fur. The breast features a proud yellow chevron, reminding everyone that you're the second banana."
|
||||
icon_state = "coathop"
|
||||
item_state = "coathop"
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 5, "rad" = 0, "fire" = 0, "acid" = 5)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 5, RAD = 0, FIRE = 0, ACID = 5)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/hop
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/hop
|
||||
@@ -733,7 +733,7 @@
|
||||
desc = "A red, armor-padded winter coat. It glitters with a mild ablative coating and a robust air of authority. The zipper tab is a pair of jingly little handcuffs that get annoying after the first ten seconds."
|
||||
icon_state = "coatsecurity"
|
||||
item_state = "coatsecurity"
|
||||
armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/security
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/security/Initialize()
|
||||
@@ -749,7 +749,7 @@
|
||||
desc = "A red, armor-padded winter coat, lovingly woven with a Kevlar interleave and reinforced with semi-ablative polymers and a silver azide fill material. The zipper tab looks like a tiny replica of Beepsky."
|
||||
icon_state = "coathos"
|
||||
item_state = "coathos"
|
||||
armor = list("melee" = 35, "bullet" = 35, "laser" = 35, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 55)
|
||||
armor = list(MELEE = 35, BULLET = 35, LASER = 35, ENERGY = 15, BOMB = 30, BIO = 0, RAD = 0, FIRE = 0, ACID = 55)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/hos
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/hos/Initialize()
|
||||
@@ -766,7 +766,7 @@
|
||||
icon_state = "coatmedical"
|
||||
item_state = "coatmedical"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/medical
|
||||
@@ -779,7 +779,7 @@
|
||||
icon_state = "coatcmo"
|
||||
item_state = "coatcmo"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/cmo
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/cmo
|
||||
@@ -792,7 +792,7 @@
|
||||
icon_state = "coatchemistry"
|
||||
item_state = "coatchemistry"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 30, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 30, ACID = 45)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/chemistry
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/chemistry
|
||||
@@ -805,7 +805,7 @@
|
||||
icon_state = "coatviro"
|
||||
item_state = "coatviro"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/viro
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/viro
|
||||
@@ -818,7 +818,7 @@
|
||||
icon_state = "coatparamed"
|
||||
item_state = "coatparamed"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/paramedic
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/paramedic
|
||||
@@ -831,7 +831,7 @@
|
||||
icon_state = "coatscience"
|
||||
item_state = "coatscience"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/science
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/science
|
||||
@@ -844,7 +844,7 @@
|
||||
icon_state = "coatrobotics"
|
||||
item_state = "coatrobotics"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/screwdriver, /obj/item/crowbar, /obj/item/wrench, /obj/item/stack/cable_coil, /obj/item/weldingtool, /obj/item/multitool)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/robotics
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/robotics
|
||||
@@ -869,7 +869,7 @@
|
||||
icon_state = "coatrd"
|
||||
item_state = "coatrd"
|
||||
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 5,"energy" = 0, "bomb" = 15, "bio" = 5, "rad" = 5, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 5,ENERGY = 0, BOMB = 15, BIO = 5, RAD = 5, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/rd
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/rd
|
||||
@@ -881,7 +881,7 @@
|
||||
desc = "A white winter coat with reflective green and yellow stripes. Stuffed with asbestos, treated with fire retardant PBDE, lined with a micro thin sheet of lead foil and snugly fitted to your body's measurements. This baby's ready to save you from anything except the thyroid cancer and systemic fibrosis you'll get from wearing it. The zipper tab is a tiny golden wrench."
|
||||
icon_state = "coatce"
|
||||
item_state = "coatce"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 30, "fire" = 35, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 30, FIRE = 35, ACID = 45)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/ce
|
||||
|
||||
@@ -894,7 +894,7 @@
|
||||
desc = "A surprisingly heavy yellow winter coat with reflective orange stripes. It has a small wrench for its zipper tab, and the inside layer is covered with a radiation-resistant silver-nylon blend. Because you're worth it."
|
||||
icon_state = "coatengineer"
|
||||
item_state = "coatengineer"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 45)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 45)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
|
||||
|
||||
@@ -1001,7 +1001,7 @@
|
||||
icon_state = "coatminer"
|
||||
item_state = "coatminer"
|
||||
allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/miner
|
||||
@@ -1013,7 +1013,7 @@
|
||||
desc = "A brass-plated button up winter coat. Instead of a zipper tab, it has a brass cog with a tiny red gemstone inset."
|
||||
icon_state = "coatratvar"
|
||||
item_state = "coatratvar"
|
||||
armor = list("melee" = 30, "bullet" = 45, "laser" = -10, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
|
||||
armor = list(MELEE = 30, BULLET = 45, LASER = -10, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/clockwork/replica_fabricator, /obj/item/clockwork/integration_cog, /obj/item/clockwork/slab, /obj/item/clockwork/weapon/ratvarian_spear)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/ratvar
|
||||
var/real = TRUE
|
||||
@@ -1042,7 +1042,7 @@
|
||||
desc = "A somber button-up in tones of grey entropy and a wicked crimson zipper. When pulled all the way up, the zipper looks like a bloody gash. The zipper pull looks like a single drop of blood."
|
||||
icon_state = "coatnarsie"
|
||||
item_state = "coatnarsie"
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 30,"energy" = 10, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 30, "acid" = 30)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 30,ENERGY = 10, BOMB = 30, BIO = 10, RAD = 10, FIRE = 30, ACID = 30)
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/restraints/legcuffs/bola/cult,/obj/item/melee/cultblade,/obj/item/melee/cultblade/dagger,/obj/item/reagent_containers/glass/beaker/unholywater,/obj/item/cult_shift,/obj/item/flashlight/flare/culttorch,/obj/item/cult_spear)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/narsie
|
||||
var/real = TRUE
|
||||
@@ -1069,7 +1069,7 @@
|
||||
icon_state = "coatratvar"
|
||||
item_state = "coatratvar"
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
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)
|
||||
real = FALSE
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/narsie/fake
|
||||
@@ -1078,7 +1078,7 @@
|
||||
icon_state = "coatnarsie"
|
||||
item_state = "coatnarsie"
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
|
||||
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)
|
||||
real = FALSE
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/durathread
|
||||
@@ -1086,7 +1086,7 @@
|
||||
desc = "The one coat to rule them all. Extremely durable while providing the utmost comfort."
|
||||
icon_state = "coatdurathread"
|
||||
item_state = "coatdurathread"
|
||||
armor = list("melee" = 15, "bullet" = 8, "laser" = 25, "energy" = 5, "bomb" = 12, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
|
||||
armor = list(MELEE = 15, BULLET = 8, LASER = 25, ENERGY = 5, BOMB = 12, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
|
||||
hoodtype = /obj/item/clothing/head/hooded/winterhood/durathread
|
||||
|
||||
/obj/item/clothing/suit/hooded/wintercoat/durathread/Initialize()
|
||||
@@ -1095,7 +1095,7 @@
|
||||
|
||||
/obj/item/clothing/head/hooded/winterhood/durathread
|
||||
icon_state = "winterhood_durathread"
|
||||
armor = list("melee" = 20, "bullet" = 8, "laser" = 15, "energy" = 8, "bomb" = 25, "bio" = 10, "rad" = 15, "fire" = 75, "acid" = 37)
|
||||
armor = list(MELEE = 20, BULLET = 8, LASER = 15, ENERGY = 8, BOMB = 25, BIO = 10, RAD = 15, FIRE = 75, ACID = 37)
|
||||
|
||||
/obj/item/clothing/suit/spookyghost
|
||||
name = "spooky ghost"
|
||||
@@ -1112,7 +1112,7 @@
|
||||
icon = 'icons/obj/clothing/clockwork_garb.dmi'
|
||||
icon_state = "clockwork_cuirass_old"
|
||||
body_parts_covered = CHEST|GROIN|LEGS
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
|
||||
|
||||
/obj/item/clothing/suit/ghost_sheet
|
||||
name = "ghost sheet"
|
||||
@@ -1152,7 +1152,7 @@
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = CHEST
|
||||
resistance_flags = NONE
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -5, "acid" = -15) //nylon sucks against acid
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = -5, ACID = -15) //nylon sucks against acid
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
/obj/item/clothing/suit/assu_suit
|
||||
|
||||
@@ -33,7 +33,7 @@
|
||||
icon_state = "reactiveoff"
|
||||
item_state = "reactiveoff"
|
||||
blood_overlay_type = "armor"
|
||||
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)
|
||||
actions_types = list(/datum/action/item_action/toggle)
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/extinguisher, /obj/item/crowbar)
|
||||
slowdown = 1
|
||||
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 = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
|
||||
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -62,7 +62,7 @@
|
||||
desc = "Use in case of bomb."
|
||||
icon_state = "bombsuit"
|
||||
clothing_flags = THICKMATERIAL
|
||||
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 10, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
dynamic_hair_suffix = ""
|
||||
dynamic_fhair_suffix = ""
|
||||
@@ -88,7 +88,7 @@
|
||||
clothing_flags = THICKMATERIAL
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
slowdown = 2
|
||||
armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
|
||||
armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 10, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAUR
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
@@ -128,7 +128,7 @@
|
||||
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
|
||||
clothing_flags = THICKMATERIAL
|
||||
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
|
||||
strip_delay = 60
|
||||
equip_delay_other = 60
|
||||
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
|
||||
@@ -148,7 +148,7 @@
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/geiger_counter)
|
||||
slowdown = 1.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
|
||||
strip_delay = 60
|
||||
equip_delay_other = 60
|
||||
flags_inv = HIDEJUMPSUIT|HIDETAUR
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "wizard"
|
||||
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
|
||||
permeability_coefficient = 0.01
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
strip_delay = 50
|
||||
equip_delay_other = 50
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
@@ -41,7 +41,7 @@
|
||||
icon_state = "wizard-fake"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = CHEST|GROIN|ARMS|LEGS
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
|
||||
allowed = list(/obj/item/teleportation_scroll)
|
||||
flags_inv = HIDEJUMPSUIT
|
||||
strip_delay = 50
|
||||
@@ -140,21 +140,21 @@
|
||||
icon_state = "wizard-fake"
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
/obj/item/clothing/head/wizard/marisa/fake
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
/obj/item/clothing/suit/wizrobe/marisa/fake
|
||||
gas_transfer_coefficient = 1
|
||||
permeability_coefficient = 1
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
|
||||
resistance_flags = FLAMMABLE
|
||||
magic_flags = NONE
|
||||
|
||||
@@ -274,8 +274,8 @@
|
||||
if(isliving(A)) //Gettem boys!
|
||||
L = A
|
||||
else if(ismecha(A))
|
||||
var/obj/mecha/M = A
|
||||
L = M.occupant
|
||||
var/obj/vehicle/sealed/mecha/M = A
|
||||
L = pick(M.occupants)
|
||||
if(L && L.stat != DEAD && !HAS_TRAIT(L, TRAIT_DEATHCOMA)) //Taking revenge on the deads would be proposterous.
|
||||
addtimer(CALLBACK(src, .proc/clear_grudge, L), 2 MINUTES, TIMER_OVERRIDE|TIMER_UNIQUE)
|
||||
if(!book_of_grudges[L])
|
||||
@@ -309,7 +309,7 @@
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
|
||||
slowdown = 0
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
@@ -324,7 +324,7 @@
|
||||
item_state = "battlemage"
|
||||
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
|
||||
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
|
||||
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
|
||||
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
|
||||
actions_types = null //No inbuilt light
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
permeability_coefficient = 0.9
|
||||
block_priority = BLOCK_PRIORITY_UNIFORM
|
||||
slot_flags = ITEM_SLOT_ICLOTHING
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK
|
||||
limb_integrity = 120
|
||||
var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
|
||||
|
||||
@@ -378,7 +378,7 @@
|
||||
/obj/item/clothing/accessory/medal/gold/captain/family
|
||||
name = "old medal of captaincy"
|
||||
desc = "A rustic badge pure gold, has been through hell and back by the looks, the syndcate have been after these by the looks of it for generations..."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 10) //Pure gold
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 10) //Pure gold
|
||||
custom_materials = list(/datum/material/gold=2000)
|
||||
|
||||
/obj/item/clothing/accessory/medal/gold/heroism
|
||||
@@ -390,7 +390,7 @@
|
||||
desc = "An eccentric medal made of plasma."
|
||||
icon_state = "plasma"
|
||||
medaltype = "medal-plasma"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) //It's made of plasma. Of course it's flammable.
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = -10, ACID = 0) //It's made of plasma. Of course it's flammable.
|
||||
custom_materials = list(/datum/material/plasma=1000)
|
||||
|
||||
/obj/item/clothing/accessory/medal/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
||||
@@ -499,21 +499,21 @@
|
||||
name = "bone talisman"
|
||||
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
|
||||
icon_state = "talisman"
|
||||
armor = list("melee" = 5, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
|
||||
|
||||
/obj/item/clothing/accessory/skullcodpiece
|
||||
name = "skull codpiece"
|
||||
desc = "A skull shaped ornament, intended to protect the important things in life."
|
||||
icon_state = "skull"
|
||||
above_suit = TRUE
|
||||
armor = list("melee" = 5, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
|
||||
armor = list(MELEE = 5, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
|
||||
|
||||
/obj/item/clothing/accessory/skullcodpiece/fake
|
||||
name = "false codpiece"
|
||||
desc = "A plastic ornament, intended to protect the important things in life. It's not very good at it."
|
||||
icon_state = "skull"
|
||||
above_suit = TRUE
|
||||
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)
|
||||
|
||||
/////////////////////
|
||||
//Syndie Accessories//
|
||||
@@ -523,21 +523,21 @@
|
||||
name = "protective padding"
|
||||
desc = "A soft padding meant to cushion the wearer from melee harm."
|
||||
icon_state = "padding"
|
||||
armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -20, "acid" = 45)
|
||||
armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = -20, ACID = 45)
|
||||
flags_inv = HIDEACCESSORY //hidden from indiscrete mob examines.
|
||||
|
||||
/obj/item/clothing/accessory/kevlar
|
||||
name = "kevlar padding"
|
||||
desc = "A layered kevlar padding meant to cushion the wearer from ballistic harm."
|
||||
icon_state = "padding"
|
||||
armor = list("melee" = 10, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 25)
|
||||
armor = list(MELEE = 10, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 25)
|
||||
flags_inv = HIDEACCESSORY
|
||||
|
||||
/obj/item/clothing/accessory/plastics
|
||||
name = "ablative padding"
|
||||
desc = "A thin ultra-refractory composite padding meant to cushion the wearer from energy lasers harm."
|
||||
icon_state = "plastics"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -40)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 20, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = -40)
|
||||
flags_inv = HIDEACCESSORY
|
||||
|
||||
//necklace
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires."
|
||||
icon_state = "captain_envirosuit"
|
||||
item_state = "captain_envirosuit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 15)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 15)
|
||||
sensor_mode = SENSOR_COORDS
|
||||
sensor_flags = NONE
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage."
|
||||
icon_state = "engineer_envirosuit"
|
||||
item_state = "engineer_envirosuit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/plasmaman/engineering/ce
|
||||
name = "chief engineer's plasma envirosuit"
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction."
|
||||
icon_state = "rd_envirosuit"
|
||||
item_state = "rd_envirosuit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/plasmaman/robotics
|
||||
name = "robotics plasma envirosuit"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection."
|
||||
icon_state = "security_envirosuit"
|
||||
item_state = "security_envirosuit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 10)
|
||||
sensor_mode = SENSOR_COORDS
|
||||
sensor_flags = NONE
|
||||
|
||||
|
||||
@@ -51,7 +51,7 @@
|
||||
/obj/item/clothing/under/rank/cargo/miner
|
||||
name = "shaft miner's jumpsuit"
|
||||
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 0, "wound" = 10)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 0, WOUND = 10)
|
||||
icon_state = "miner"
|
||||
item_state = "miner"
|
||||
|
||||
|
||||
@@ -178,7 +178,7 @@
|
||||
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
|
||||
name = "janitor's jumpsuit"
|
||||
icon_state = "janitor"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/civilian/janitor/skirt
|
||||
name = "janitor's jumpskirt"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "captain's jumpsuit"
|
||||
icon_state = "captain"
|
||||
item_state = "b_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 15)
|
||||
sensor_mode = SENSOR_COORDS
|
||||
sensor_flags = NONE
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
name = "chief engineer's jumpsuit"
|
||||
icon_state = "chiefengineer"
|
||||
item_state = "gy_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 80, ACID = 40, WOUND = 5)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
|
||||
@@ -39,7 +39,7 @@
|
||||
name = "engineer's jumpsuit"
|
||||
icon_state = "engine"
|
||||
item_state = "engi_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20, WOUND = 5)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/rank/engineering/engineer/mechanic
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "cmo"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/chief_medical_officer/skirt
|
||||
name = "chief medical officer's jumpskirt"
|
||||
@@ -30,7 +30,7 @@
|
||||
icon_state = "genetics"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/geneticist/skirt
|
||||
name = "geneticist's jumpskirt"
|
||||
@@ -48,7 +48,7 @@
|
||||
icon_state = "virology"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/virologist/skirt
|
||||
name = "virologist's jumpskirt"
|
||||
@@ -66,7 +66,7 @@
|
||||
icon_state = "chemistry"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/chemist/skirt
|
||||
name = "chemist's jumpskirt"
|
||||
@@ -84,7 +84,7 @@
|
||||
icon_state = "paramedic-dark"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/paramedic/red
|
||||
name = "red paramedic jumpsuit"
|
||||
@@ -116,7 +116,7 @@
|
||||
icon_state = "nursesuit"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
body_parts_covered = CHEST|GROIN|ARMS
|
||||
fitted = NO_FEMALE_UNIFORM
|
||||
can_adjust = FALSE
|
||||
@@ -128,7 +128,7 @@
|
||||
icon_state = "medical"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/medical/doctor/util
|
||||
name = "medical utility uniform"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
name = "research director's vest suit"
|
||||
icon_state = "director"
|
||||
item_state = "lb_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 35, WOUND = 5)
|
||||
can_adjust = FALSE
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/research_director/skirt
|
||||
@@ -20,7 +20,7 @@
|
||||
name = "research director's tan suit"
|
||||
icon_state = "rdwhimsy"
|
||||
item_state = "rdwhimsy"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
can_adjust = TRUE
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
@@ -39,7 +39,7 @@
|
||||
name = "research director's turtleneck"
|
||||
icon_state = "rdturtle"
|
||||
item_state = "p_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
can_adjust = TRUE
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
@@ -59,7 +59,7 @@
|
||||
icon_state = "toxins"
|
||||
item_state = "w_suit"
|
||||
permeability_coefficient = 0.5
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/rank/rnd/scientist/util
|
||||
name = "science utility uniform"
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
|
||||
icon_state = "rsecurity"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/officer/util
|
||||
name = "security utility uniform"
|
||||
@@ -96,7 +96,7 @@
|
||||
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
|
||||
icon_state = "rwarden"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/warden/grey
|
||||
name = "grey security suit"
|
||||
@@ -130,7 +130,7 @@
|
||||
desc = "Someone who wears this means business."
|
||||
icon_state = "detective"
|
||||
item_state = "det"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
|
||||
/obj/item/clothing/under/rank/security/detective/brown
|
||||
name = "dark boiled suit"
|
||||
@@ -177,7 +177,7 @@
|
||||
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
|
||||
icon_state = "rhos"
|
||||
item_state = "r_suit"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
strip_delay = 60
|
||||
|
||||
/obj/item/clothing/under/rank/security/head_of_security/skirt
|
||||
|
||||
@@ -65,7 +65,7 @@
|
||||
gas_transfer_coefficient = 0.01
|
||||
permeability_coefficient = 0.01
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 1000) //wound defense at 100 wont stop wounds
|
||||
armor = list(MELEE = 100, BULLET = 100, LASER = 100,ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 1000) //wound defense at 100 wont stop wounds
|
||||
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
|
||||
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
|
||||
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
@@ -116,7 +116,7 @@
|
||||
desc = "A special containment suit that allows plasma-based lifeforms to exist safely in an oxygenated environment, and automatically extinguishes them in a crisis. Despite being airtight, it's not spaceworthy."
|
||||
icon_state = "plasmaman"
|
||||
item_state = "plasmaman"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
|
||||
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
|
||||
mutantrace_variation = USE_TAUR_CLIP_MASK
|
||||
can_adjust = FALSE
|
||||
@@ -186,7 +186,7 @@
|
||||
icon_state = "durathread"
|
||||
item_state = "durathread"
|
||||
can_adjust = TRUE
|
||||
armor = list("melee" = 10, "laser" = 10, "fire" = 40, "acid" = 10, "bomb" = 5)
|
||||
armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5)
|
||||
|
||||
/obj/item/clothing/under/misc/durathread/skirt
|
||||
name = "durathread jumpskirt"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
icon_state = "syndicate"
|
||||
item_state = "bl_suit"
|
||||
has_sensor = NO_SENSORS
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5)
|
||||
alt_covers_chest = TRUE
|
||||
|
||||
/obj/item/clothing/under/syndicate/skirt
|
||||
@@ -13,7 +13,7 @@
|
||||
icon_state = "syndicate_skirt"
|
||||
item_state = "bl_suit"
|
||||
has_sensor = NO_SENSORS
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5)
|
||||
alt_covers_chest = TRUE
|
||||
fitted = FEMALE_UNIFORM_TOP
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
@@ -24,7 +24,7 @@
|
||||
icon_state = "bloodred_pajamas"
|
||||
item_state = "bl_suit"
|
||||
dummy_thick = TRUE
|
||||
armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 10, FIRE = 50, ACID = 40, WOUND = 10)
|
||||
resistance_flags = FIRE_PROOF | ACID_PROOF
|
||||
can_adjust = FALSE
|
||||
|
||||
@@ -33,21 +33,21 @@
|
||||
desc = "Do operatives dream of nuclear sheep?"
|
||||
icon_state = "bloodred_pajamas"
|
||||
item_state = "bl_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool
|
||||
name = "tacticool turtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/syndicate/tacticool/skirt
|
||||
name = "tacticool skirtleneck"
|
||||
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
|
||||
icon_state = "tactifool_skirt"
|
||||
item_state = "bl_suit"
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5)
|
||||
fitted = FEMALE_UNIFORM_TOP
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
icon_state = "tactifool"
|
||||
item_state = "bl_suit"
|
||||
has_sensor = HAS_SENSORS
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
|
||||
/obj/item/clothing/under/syndicate/cosmetic/skirt
|
||||
name = "tactitool skirtleneck"
|
||||
@@ -81,14 +81,14 @@
|
||||
can_adjust = FALSE
|
||||
|
||||
/obj/item/clothing/under/syndicate/camo/cosmetic
|
||||
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/clothing/under/syndicate/soviet
|
||||
name = "Ratnik 5 tracksuit"
|
||||
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
|
||||
icon_state = "trackpants"
|
||||
can_adjust = FALSE
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
resistance_flags = NONE
|
||||
|
||||
/obj/item/clothing/under/syndicate/combat
|
||||
@@ -103,7 +103,7 @@
|
||||
desc = "Military grade tracksuits for frontline squatting."
|
||||
icon_state = "rus_under"
|
||||
can_adjust = FALSE
|
||||
armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
|
||||
armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
|
||||
resistance_flags = NONE
|
||||
mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON
|
||||
|
||||
@@ -113,7 +113,7 @@
|
||||
icon_state = "syndicatebaseball"
|
||||
item_state = "syndicatebaseball"
|
||||
has_sensor = NO_SENSORS
|
||||
armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 10)
|
||||
armor = list(MELEE = 15, BULLET = 5, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 10)
|
||||
alt_covers_chest = TRUE
|
||||
mutantrace_variation = USE_TAUR_CLIP_MASK
|
||||
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
|
||||
/obj/item/clothing/under/trek/sec/orv
|
||||
desc = "An uniform worn by security officers since 2420s."
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
|
||||
icon_state = "orv_sec"
|
||||
|
||||
/obj/item/clothing/under/trek/medsci/orv
|
||||
@@ -129,7 +129,7 @@
|
||||
|
||||
/obj/item/clothing/under/trek/command/orv/sec
|
||||
name = "security command uniform"
|
||||
armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
|
||||
armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
|
||||
desc = "An uniform worn by Heads of Security since 2550s."
|
||||
icon_state = "orv_com_sec"
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
icon_state = "xmashat"
|
||||
desc = "A crappy paper hat that you are REQUIRED to wear."
|
||||
flags_inv = 0
|
||||
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/effect/landmark/xmastree
|
||||
name = "christmas tree spawner"
|
||||
|
||||
@@ -327,7 +327,7 @@
|
||||
user.DelayNextAction()
|
||||
for(var/datum/spacevine_mutation/SM in mutations)
|
||||
damage_dealt = SM.on_hit(src, user, I, damage_dealt) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
|
||||
take_damage(damage_dealt, I.damtype, "melee", 1)
|
||||
take_damage(damage_dealt, I.damtype, MELEE, 1)
|
||||
|
||||
/obj/structure/spacevine/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
|
||||
switch(damage_type)
|
||||
|
||||
@@ -84,7 +84,7 @@
|
||||
freeze_mob(A)
|
||||
else if(istype(A, /obj/item/projectile))
|
||||
freeze_projectile(A)
|
||||
else if(istype(A, /obj/mecha))
|
||||
else if(istype(A, /obj/vehicle/sealed/mecha))
|
||||
freeze_mecha(A)
|
||||
else if((ismachinery(A) && !istype(A, /obj/machinery/light)) || isstructure(A)) //Special exception for light fixtures since recoloring causes them to change light
|
||||
freeze_structure(A)
|
||||
@@ -120,7 +120,7 @@
|
||||
unfreeze_mob(A)
|
||||
else if(istype(A, /obj/item/projectile))
|
||||
unfreeze_projectile(A)
|
||||
else if(istype(A, /obj/mecha))
|
||||
else if(istype(A, /obj/vehicle/sealed/mecha))
|
||||
unfreeze_mecha(A)
|
||||
|
||||
UnregisterSignal(A, COMSIG_MOVABLE_PRE_MOVE)
|
||||
@@ -131,10 +131,10 @@
|
||||
global_frozen_atoms -= A
|
||||
|
||||
|
||||
/datum/proximity_monitor/advanced/timestop/proc/freeze_mecha(obj/mecha/M)
|
||||
/datum/proximity_monitor/advanced/timestop/proc/freeze_mecha(obj/vehicle/sealed/mecha/M)
|
||||
M.completely_disabled = TRUE
|
||||
|
||||
/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mecha(obj/mecha/M)
|
||||
/datum/proximity_monitor/advanced/timestop/proc/unfreeze_mecha(obj/vehicle/sealed/mecha/M)
|
||||
M.completely_disabled = FALSE
|
||||
|
||||
|
||||
|
||||
@@ -31,7 +31,7 @@
|
||||
var/obj/item/bodypart/affecting = user.zone_selected //Find what the player is aiming at
|
||||
|
||||
var/headarmor = 0 // Target's head armor
|
||||
var/armor_block = min(90, target.run_armor_check(affecting, "melee", null, null,armour_penetration)) // For normal attack damage
|
||||
var/armor_block = min(90, target.run_armor_check(affecting, MELEE, null, null,armour_penetration)) // For normal attack damage
|
||||
|
||||
//If they have a hat/helmet and the user is targeting their head.
|
||||
if(affecting == BODY_ZONE_HEAD)
|
||||
|
||||
@@ -377,7 +377,7 @@
|
||||
var/obj/item/bodypart/affecting = user.zone_selected //Find what the player is aiming at
|
||||
if (affecting == BODY_ZONE_HEAD && prob(15))
|
||||
//smash the nut open
|
||||
var/armor_block = min(90, M.run_armor_check(affecting, "melee", null, null,armour_penetration)) // For normal attack damage
|
||||
var/armor_block = min(90, M.run_armor_check(affecting, MELEE, null, null,armour_penetration)) // For normal attack damage
|
||||
M.apply_damage(force, BRUTE, affecting, armor_block)
|
||||
|
||||
//Sound
|
||||
|
||||
@@ -36,7 +36,7 @@
|
||||
hud_possible = list(DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD, DIAG_CIRCUIT_HUD) //diagnostic hud overlays
|
||||
max_integrity = 50
|
||||
pass_flags = 0
|
||||
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)
|
||||
anchored = FALSE
|
||||
var/can_anchor = TRUE
|
||||
var/detail_color = COLOR_ASSEMBLY_BLACK
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user