All combat mechs that are special get their internals_access increased so the pilots of the deathsquad / nuke team can fix up their mechs without having to steal a robotics ID. Also removes engineering from being able to access mech internals, seems weird to have if only robotics is allowed to handle mechs, probably remnant of engineering robotics?
69 lines
2.3 KiB
Plaintext
69 lines
2.3 KiB
Plaintext
/obj/mecha/combat/gygax
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desc = "A lightweight, security exosuit. Popular among private and corporate security."
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name = "\improper Gygax"
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icon_state = "gygax"
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step_in = 3
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dir_in = 1 //Facing North.
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max_integrity = 250
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deflect_chance = 5
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force = 20
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armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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max_temperature = 25000
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infra_luminosity = 6
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wreckage = /obj/structure/mecha_wreckage/gygax
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internal_damage_threshold = 35
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max_equip = 3
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step_energy_drain = 3
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leg_overload_coeff = 300
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/obj/mecha/combat/gygax/dark
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desc = "A lightweight exosuit, painted in a dark scheme. This model appears to have some modifications."
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name = "\improper Dark Gygax"
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icon_state = "darkgygax"
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max_integrity = 300
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deflect_chance = 15
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force = 25
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armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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max_temperature = 35000
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leg_overload_coeff = 100
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operation_req_access = list(ACCESS_SYNDICATE)
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internals_req_access = list(ACCESS_SYNDICATE)
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wreckage = /obj/structure/mecha_wreckage/gygax/dark
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max_equip = 4
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spawn_tracked = FALSE
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/obj/mecha/combat/gygax/dark/loaded/Initialize()
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. = ..()
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var/obj/item/mecha_parts/mecha_equipment/ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/carbine
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/weapon/ballistic/launcher/flashbang
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/teleporter
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ME.attach(src)
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ME = new /obj/item/mecha_parts/mecha_equipment/tesla_energy_relay
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ME.attach(src)
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/obj/mecha/combat/gygax/dark/add_cell(obj/item/stock_parts/cell/C=null)
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if(C)
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C.forceMove(src)
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cell = C
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return
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cell = new /obj/item/stock_parts/cell/hyper(src)
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/obj/mecha/combat/gygax/GrantActions(mob/living/user, human_occupant = 0)
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..()
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overload_action.Grant(user, src)
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/obj/mecha/combat/gygax/dark/GrantActions(mob/living/user, human_occupant = 0)
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..()
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thrusters_action.Grant(user, src)
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/obj/mecha/combat/gygax/RemoveActions(mob/living/user, human_occupant = 0)
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..()
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overload_action.Remove(user)
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/obj/mecha/combat/gygax/dark/RemoveActions(mob/living/user, human_occupant = 0)
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..()
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thrusters_action.Remove(user)
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