/* Slimecrossing Armor Armor added by the slimecrossing system. Collected here for clarity. */ //Rebreather mask - Chilling Blue /obj/item/clothing/mask/nobreath name = "rebreather mask" desc = "A transparent mask, resembling a conventional breath mask, but made of bluish slime. Seems to lack any air supply tube, though." icon_state = "slime" item_state = "slime" body_parts_covered = NONE w_class = WEIGHT_CLASS_SMALL gas_transfer_coefficient = 0 permeability_coefficient = 0.5 flags_cover = MASKCOVERSMOUTH resistance_flags = NONE /obj/item/clothing/mask/nobreath/equipped(mob/living/carbon/human/user, slot) . = ..() if(slot == SLOT_WEAR_MASK) ADD_TRAIT(user, TRAIT_NOBREATH, "breathmask_[REF(src)]") user.failed_last_breath = FALSE user.clear_alert("not_enough_oxy") user.apply_status_effect(/datum/status_effect/rebreathing) /obj/item/clothing/mask/nobreath/dropped(mob/living/carbon/human/user) ..() REMOVE_TRAIT(user, TRAIT_NOBREATH, "breathmask_[REF(src)]") user.remove_status_effect(/datum/status_effect/rebreathing) /obj/item/clothing/glasses/prism_glasses name = "prism glasses" desc = "The lenses seem to glow slightly, and reflect light into dazzling colors." icon = 'icons/obj/slimecrossing.dmi' icon_state = "prismglasses" actions_types = list(/datum/action/item_action/change_prism_colour, /datum/action/item_action/place_light_prism) var/glasses_color = "#FFFFFF" /obj/item/clothing/glasses/prism_glasses/item_action_slot_check(slot) if(slot == SLOT_GLASSES) return TRUE /obj/structure/light_prism name = "light prism" desc = "A shining crystal of semi-solid light. Looks fragile." icon = 'icons/obj/slimecrossing.dmi' icon_state = "lightprism" density = FALSE anchored = TRUE max_integrity = 10 /obj/structure/light_prism/Initialize(mapload, var/newcolor) . = ..() color = newcolor light_color = newcolor set_light(5) /obj/structure/light_prism/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) to_chat(user, "You dispel [src]") qdel(src) /datum/action/item_action/change_prism_colour name = "Adjust Prismatic Lens" icon_icon = 'icons/obj/slimecrossing.dmi' button_icon_state = "prismcolor" /datum/action/item_action/change_prism_colour/Trigger() if(!IsAvailable()) return var/obj/item/clothing/glasses/prism_glasses/glasses = target var/new_color = input(owner, "Choose the lens color:", "Color change",glasses.glasses_color) as color|null if(!new_color) return glasses.glasses_color = new_color /datum/action/item_action/place_light_prism name = "Fabricate Light Prism" icon_icon = 'icons/obj/slimecrossing.dmi' button_icon_state = "lightprism" /datum/action/item_action/place_light_prism/Trigger() if(!IsAvailable()) return var/obj/item/clothing/glasses/prism_glasses/glasses = target if(locate(/obj/structure/light_prism) in get_turf(owner)) to_chat(owner, "There isn't enough ambient energy to fabricate another light prism here.") return if(istype(glasses)) if(!glasses.glasses_color) to_chat(owner, "The lens is oddly opaque...") return to_chat(owner, "You channel nearby light into a glowing, ethereal prism.") new /obj/structure/light_prism(get_turf(owner), glasses.glasses_color) /obj/item/clothing/head/peaceflower name = "heroine bud" desc = "An extremely addictive flower, full of peace magic." icon = 'icons/obj/slimecrossing.dmi' icon_state = "peaceflower" item_state = "peaceflower" slot_flags = ITEM_SLOT_HEAD body_parts_covered = NONE dynamic_hair_suffix = "" force = 0 throwforce = 0 w_class = WEIGHT_CLASS_TINY throw_speed = 1 throw_range = 3 /obj/item/clothing/head/peaceflower/equipped(mob/living/carbon/human/user, slot) . = ..() if(slot == SLOT_HEAD) ADD_TRAIT(user, TRAIT_PACIFISM, "peaceflower_[REF(src)]") /obj/item/clothing/head/peaceflower/dropped(mob/living/carbon/human/user) ..() REMOVE_TRAIT(user, TRAIT_PACIFISM, "peaceflower_[REF(src)]") /obj/item/clothing/head/peaceflower/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) if(iscarbon(user)) var/mob/living/carbon/C = user if(src == C.head) to_chat(user, "You feel at peace. Why would you want anything else?") return return ..() /obj/item/clothing/suit/armor/heavy/adamantine name = "adamantine armor" desc = "A full suit of adamantine plate armor. Impressively resistant to damage, but weighs about as much as you do." icon_state = "adamsuit" item_state = "adamsuit" flags_inv = NONE obj_flags = IMMUTABLE_SLOW slowdown = 4 var/hit_reflect_chance = 10 // Citadel Change: because 40% chance of bouncing lasers back into peoples faces isn't good. armor = list("melee" = 70, "bullet" = 70, "laser" = 40, "energy" = 40, "bomb" = 80, "bio" = 80, "rad" = 80, "fire" = 70, "acid" = 90) //Citadel Change to avoid immortal Xenobiologists. /obj/item/clothing/suit/armor/heavy/adamantine/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) if(is_energy_reflectable_projectile(object) && prob(hit_reflect_chance)) return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT | BLOCK_PHYSICAL_INTERNAL return ..()