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Merge branch 'master' into xnoy
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FluffiestFloof authored Sep 25, 2023
2 parents 1a09585 + 70ee516 commit dbccf77
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#MISC. HARDSUITS
#Clown Hardsuit
- type: entity
parent: ClothingHeadHelmetHardsuitSecurity
parent: ClothingHeadEVAHelmetBase # DeltaV - Clown Hardsuit crafting recipe uses an EVA suit to craft.
id: ClothingHeadHelmetHardsuitClown
noSpawn: true
name: clown hardsuit helmet
description: A clown hardsuit helmet.
name: clown EVA helmet # DeltaV - Clown Hardsuit crafting recipe uses an EVA suit to craft.
description: A clown EVA helmet.
components:
- type: Sprite
sprite: Clothing/Head/Hardsuits/clown.rsi
- type: Clothing
equippedPrefix: off # Fix lack of helmet while not using the flashlight feature.
sprite: Clothing/Head/Hardsuits/clown.rsi
equipSound: /Audio/Mecha/mechmove03.ogg
unequipSound: /Audio/Effects/Emotes/parp1.ogg
unequipSound: /Audio/Mecha/mechmove03.ogg # DeltaV - This doesn't need to make a fart noise.
40 changes: 22 additions & 18 deletions Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
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#MISC. HARDSUITS
#Clown Hardsuit
- type: entity
parent: ClothingOuterHardsuitBase
parent: ClothingOuterHardsuitEVA # DeltaV - Clown Hardsuit crafting recipe uses an EVA suit to craft.
id: ClothingOuterHardsuitClown
name: clown hardsuit
description: A custom made clown hardsuit.
name: clown EVA suit # DeltaV - Clown Hardsuit crafting recipe uses an EVA suit to craft.
description: A custom made clown softsuit. # DeltaV - Clown Hardsuit crafting recipe uses an EVA suit to craft.
components:
- type: Sprite
sprite: Clothing/OuterClothing/Hardsuits/clown.rsi
- type: Clothing
sprite: Clothing/OuterClothing/Hardsuits/clown.rsi
- type: PressureProtection
highPressureMultiplier: 0.5
lowPressureMultiplier: 1000
- type: ExplosionResistance
damageCoefficient: 0.9
- type: Armor
modifiers:
coefficients:
Blunt: 0.9
Slash: 0.9
Piercing: 0.9
Caustic: 0.8
- type: ClothingSpeedModifier
walkModifier: 0.9
sprintModifier: 0.9
# - type: PressureProtection # DeltaV - Clown Hardsuit inherits from the normal eva suit, entirely cosmetic.
# highPressureMultiplier: 0.5
# lowPressureMultiplier: 1000
# - type: ExplosionResistance
# damageCoefficient: 0.9
# - type: Armor
# modifiers:
# coefficients:
# Blunt: 0.9
# Slash: 0.9
# Piercing: 0.9
# Caustic: 0.8
# - type: ClothingSpeedModifier
# walkModifier: 0.9
# sprintModifier: 0.9
- type: Construction
graph: ClownHardsuit
node: clownHardsuit
- type: ToggleableClothing
slot: head
clothingPrototype: ClothingHeadHelmetHardsuitClown
- type: ContainerContainer # DeltaV - Allows the EVA suit to have built in 'hardsuit' helmet
containers:
toggleable-clothing: !type:ContainerSlot {}
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- type: vendingMachineInventory
id: BoxingDrobeInventory
startingInventory:
UniformShortsRed: 3
UniformShortsRedWithTop: 3
ClothingHandsGlovesBoxingRed: 2
ClothingHandsGlovesBoxingBlue: 2
ClothingHandsGlovesBoxingGreen: 2
ClothingHandsGlovesBoxingYellow: 2
emaggedInventory:
UniformJabroni: 2
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radius: 1.5
energy: 1.6
color: "#4b93ad"

- type: entity
parent: VendingMachine
id: VendingMachineBoxingDrobe
name: Boxing Drobe
description: Always short on stock.
components:
- type: VendingMachine
pack: BoxingDrobeInventory
- type: Sprite
sprite: Nyanotrasen/Structures/Machines/VendingMachines/boxingdrobe.rsi
layers:
- state: off
map: ["enum.VendingMachineVisualLayers.Base"]
- state: normal-unshaded
map: ["enum.VendingMachineVisualLayers.BaseUnshaded"]
shader: unshaded
- state: panel
map: ["enum.WiresVisualLayers.MaintenancePanel"]
- type: AccessReader
access: [["Service"]]
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{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Hyenh#6078",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "broken"
},
{
"name": "off"
},
{
"name": "panel"
},
{
"name": "normal-unshaded",
"delays": [
[
1.5,
0.1,
1.5,
0.1
]
]
}
]
}
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