Nerfs most armor across the board, shuffles guns values around. (#11467)

This commit is contained in:
Matt Atlas
2021-03-25 16:02:40 +01:00
committed by GitHub
parent 936029a852
commit 1e1c25baa5
26 changed files with 300 additions and 241 deletions

View File

@@ -1,22 +1,25 @@
// Armor will turn attacks into less dangerous (e.g. turning cut into bruise), so keep that in mind when decided what armor value to use.
// Some levels are marked with what they intend to block in such way.
#define ARMOR_TYPE_STANDARD 1
#define ARMOR_TYPE_EXOSUIT 2
#define ARMOR_TYPE_RIG 4
#define ARMOR_TYPE_STANDARD 1
#define ARMOR_TYPE_EXOSUIT 2
#define ARMOR_TYPE_RIG 4
#define ARMOR_BALLISTIC_MINOR 10
#define ARMOR_BALLISTIC_SMALL 25
#define ARMOR_BALLISTIC_PISTOL 50 //Blocks holdout and normal pistol ammo
#define ARMOR_BALLISTIC_RESISTANT 65
#define ARMOR_BALLISTIC_RIFLE 80 //Blocks rifle rounds
#define ARMOR_BALLISTIC_AP 95
#define ARMOR_BALLISTIC_HEAVY 110
#define ARMOR_BALLISTIC_PISTOL 30 //Blocks holdout and normal pistol ammo
#define ARMOR_BALLISTIC_MEDIUM 40
#define ARMOR_BALLISTIC_REVOLVER 50 //Blocks antag revolver rounds.
#define ARMOR_BALLISTIC_RIFLE 60 //Blocks rifle rounds.
#define ARMOR_BALLISTIC_AP 75 //Blocks basically almost every caliber except superheavy ones.
#define ARMOR_BALLISTIC_HEAVY 100
#define ARMOR_LASER_MINOR 10
#define ARMOR_LASER_SMALL 25 //Blocks small e-guns
#define ARMOR_LASER_HANDGUNS 40 //Blocks normal e-guns
#define ARMOR_LASER_MAJOR 50
#define ARMOR_LASER_RIFLES 70 //Blocks laser rifles
#define ARMOR_LASER_SMALL 25
#define ARMOR_LASER_PISTOL 35 //Minimum required to block e-pistols.
#define ARMOR_LASER_MEDIUM 40
#define ARMOR_LASER_RIFLE 45 //Minimum required to block las-rifles.
#define ARMOR_LASER_MAJOR 55
#define ARMOR_LASER_AP 70
#define ARMOR_LASER_HEAVY 100
#define ARMOR_MELEE_MINOR 5

View File

@@ -36,6 +36,7 @@
if(damage <= 0)
return args.Copy()
var/blocked = get_blocked(damage_type, damage_flags, armor_pen, damage)
on_blocking(damage, damage_type, damage_flags, armor_pen, blocked)

View File

@@ -294,7 +294,7 @@
species_restricted = list(BODYTYPE_VAURCA)
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -311,7 +311,7 @@
species_restricted = list(BODYTYPE_VAURCA)
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -9,8 +9,8 @@
item_flags = THICKMATERIAL
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -134,7 +134,7 @@
armor = list(
melee = ARMOR_MELEE_SMALL,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_RIFLES,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -165,7 +165,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -184,8 +184,8 @@
item_state = "swat"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -223,8 +223,8 @@
icon_state = "thunderdome"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -252,7 +252,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -265,8 +265,8 @@
icon_state = "v62"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -299,7 +299,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
@@ -313,7 +313,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
rad = ARMOR_RAD_MINOR
@@ -329,7 +329,7 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
rad = ARMOR_RAD_RESISTANT
@@ -368,7 +368,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BIO_MINOR
)

View File

@@ -595,7 +595,7 @@
item_state = "helmet_tac_sol"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED

View File

@@ -26,7 +26,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_MINOR
@@ -48,7 +48,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_MINOR

View File

@@ -127,7 +127,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_MINOR

View File

@@ -10,8 +10,8 @@
)
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -6,7 +6,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
@@ -33,7 +33,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_AP,
laser = ARMOR_LASER_RIFLES,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -6,7 +6,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -45,7 +45,7 @@
suit_type = "military hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_SHIELDED,
@@ -106,7 +106,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
@@ -157,8 +157,8 @@
suit_type = "gunslinger hardsuit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -206,7 +206,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -306,7 +306,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_RIFLES,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SHIELDED,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -343,7 +343,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_MINOR,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -97,7 +97,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -121,7 +121,7 @@
armor = list(
melee = ARMOR_MELEE_SHIELDED,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_RIFLES,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -101,7 +101,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -207,7 +207,7 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -6,7 +6,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_RIFLES,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_MELEE_MINOR,
bomb = ARMOR_BOMB_SHIELDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -6,8 +6,8 @@
desc = "A crimson helmet sporting clean lines and durable plating. Engineered to look menacing."
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SMALL,
@@ -26,8 +26,8 @@
slowdown = 1
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SMALL,

View File

@@ -57,7 +57,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -78,7 +78,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -7,7 +7,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
@@ -30,7 +30,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -10,8 +10,8 @@
)
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -37,8 +37,8 @@
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,

View File

@@ -4,13 +4,13 @@
icon_state = "sol_helmet"
item_state = "sol_helmet"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -23,16 +23,16 @@
desc = "A sleek black space suit designed for combat. Looks to have seamless composite plating. Painted in Sol Alliance colors."
icon_state = "sol_suit"
item_state = "sol_suit"
slowdown = 1
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
slowdown = 1
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -44,13 +44,13 @@
icon_state = "vulture"
item_state = "vulture"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -63,15 +63,15 @@
desc = "An iconic Coalition of Colonies standard-issue voidsuit, designed after the Interstellar War and seen in use to this day."
icon_state = "vulture"
item_state = "vulture"
slowdown = 3
slowdown = 1
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -85,13 +85,13 @@
icon_state = "eridani_suit"
item_state = "eridani_suit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -105,14 +105,15 @@
icon_state = "eridani_suit"
item_state = "eridani_suit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BOMB_RESISTANT,
rad = ARMOR_RAD_RESISTANT
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SMALL
)
slowdown = 1
allowed = list(/obj/item/tank,/obj/item/device/flashlight,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -124,13 +125,13 @@
icon_state = "valkyrie"
item_state = "valkyrie"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_SHIELDED,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -143,14 +144,15 @@
desc = "A pricey specialist voidsuit designed for atmospheric long jumping and combat. Colored in Elyran military camouflage."
icon_state = "valkyrie"
item_state = "valkyrie"
slowdown = 1
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_SHIELDED,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/tank,/obj/item/device/flashlight,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -164,13 +166,13 @@
icon_state = "lancer_suit"
item_state = "lancer_suit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -189,13 +191,13 @@
slowdown = 1
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -218,12 +220,12 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_RIFLES,
energy = ARMOR_ENERGY_SMALL,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
@@ -244,12 +246,12 @@
slowdown = 1
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_RIFLES,
energy = ARMOR_ENERGY_SMALL,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -267,13 +269,13 @@
contained_sprite = 1
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_RESISTANT,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC_INDUSTRIAL, BODYTYPE_IPC_ZENGHU, BODYTYPE_IPC_BISHOP)
@@ -293,13 +295,13 @@
slowdown = 1
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_HANDGUNS,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_RESISTANT,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -317,13 +319,13 @@
contained_sprite = 1
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -341,15 +343,15 @@
item_state = "caiman"
contained_sprite = 1
slowdown = 2
slowdown = 1
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
@@ -368,12 +370,12 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -393,13 +395,14 @@
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
slowdown = 1
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -523,13 +526,13 @@
contained_sprite = 1
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_MINOR,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.35
species_restricted = list(BODYTYPE_HUMAN)
@@ -542,16 +545,17 @@
icon_state = "prejoroub"
item_state = "prejoroub"
contained_sprite = 1
slowdown = 1
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_MINOR,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_MINOR
rad = ARMOR_RAD_SMALL
)
allowed = list(/obj/item/device/flashlight,/obj/item/tank,/obj/item/device/suit_cooling_unit,/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs)
siemens_coefficient = 0.35

View File

@@ -112,7 +112,7 @@
slowdown = 1
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
@@ -197,7 +197,7 @@
slowdown = 1
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
@@ -553,7 +553,7 @@
item_state = "solwebvest"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED

View File

@@ -114,11 +114,11 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
laser = ARMOR_LASER_SMALL,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
slowdown = 0.5
slowdown = 1
/obj/item/clothing/accessory/armor_plate/riot
name = "riot armor plate"
@@ -127,12 +127,12 @@
item_state = "plate_riot"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_SMALL,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
slowdown = 0.5
slowdown = 1
/obj/item/clothing/accessory/armor_plate/ablative
name = "ablative armor plate"
@@ -140,12 +140,12 @@
icon_state = "plate_ablative"
item_state = "plate_ablative"
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_RIFLES,
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
energy = ARMOR_ENERGY_RESISTANT
)
slowdown = 0.5
slowdown = 1
siemens_coefficient = 0
/obj/item/clothing/accessory/armor_plate/military
@@ -155,12 +155,12 @@
item_state = "plate_military"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
slowdown = 0.5
slowdown = 1
/obj/item/clothing/accessory/armor_plate/heavy
name = "heavy armor plate"
@@ -169,12 +169,12 @@
item_state = "plate_heavy"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
slowdown = 0.5
slowdown = 1
/obj/item/clothing/accessory/armor_plate/heavy/scc
name = "heavy SCC armor plate"
@@ -190,8 +190,8 @@
item_state = "plate_sec_heavy"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -211,10 +211,10 @@
item_state = "helm_sec_heavy"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
bomb = ARMOR_BOMB_PADDED,
)
/obj/item/clothing/head/helmet/military
@@ -226,8 +226,8 @@
item_state = "helm_military"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)

View File

@@ -27,11 +27,10 @@
icon_state = "legguards_ablative"
item_state = "legguards_ablative"
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_RIFLES,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -41,9 +40,9 @@
icon_state = "legguards_ballistic"
item_state = "legguards_ballistic"
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
@@ -55,8 +54,8 @@
item_state = "legguards_riot"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_SMALL,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
@@ -80,11 +79,11 @@
icon_state = "legguards_heavy"
item_state = "legguards_heavy"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
/obj/item/clothing/accessory/leg_guard/heavy/scc
@@ -98,10 +97,10 @@
item_state = "legguards_sec_heavy"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
bomb = ARMOR_BOMB_PADDED,
)
//Arm guards.
@@ -132,9 +131,9 @@
icon_state = "armguards_ablative"
item_state = "armguards_ablative"
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_RIFLES,
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -145,10 +144,11 @@
icon_state = "armguards_ballistic"
item_state = "armguards_ballistic"
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
/obj/item/clothing/accessory/arm_guard/riot
@@ -158,9 +158,10 @@
item_state = "armguards_riot"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
/obj/item/clothing/accessory/arm_guard/military
@@ -169,11 +170,11 @@
icon_state = "armguards_military"
item_state = "armguards_military"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
/obj/item/clothing/accessory/arm_guard/heavy
@@ -182,11 +183,11 @@
icon_state = "armguards_heavy"
item_state = "armguards_heavy"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
/obj/item/clothing/accessory/arm_guard/heavy/scc
@@ -200,8 +201,8 @@
item_state = "armguards_sec_heavy"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
bomb = ARMOR_BOMB_PADDED,
)

View File

@@ -3,7 +3,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -21,7 +21,7 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_HANDGUNS,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -48,8 +48,8 @@
desc = "Plating designed to deflect incoming attacks and explosions."
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_RESISTANT,
laser = ARMOR_LASER_HANDGUNS,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED

View File

@@ -28,6 +28,7 @@
/obj/item/projectile/beam/pistol
damage = 25
armor_penetration = 5
/obj/item/projectile/beam/pistol/scc
armor_penetration = 15
@@ -47,7 +48,7 @@
/obj/item/projectile/beam/midlaser
damage = 35
armor_penetration = 5
armor_penetration = 10
/obj/item/projectile/beam/heavylaser
name = "heavy laser"
@@ -62,8 +63,8 @@
/obj/item/projectile/beam/xray
name = "xray beam"
icon_state = "xray"
damage = 30
armor_penetration = 30
damage = 15
armor_penetration = 35
muzzle_type = /obj/effect/projectile/muzzle/xray
tracer_type = /obj/effect/projectile/tracer/xray

View File

@@ -122,6 +122,7 @@
/obj/item/projectile/bullet/pistol
damage = 25
armor_penetration = 10
/obj/item/projectile/bullet/pistol/medium
damage = 30
@@ -202,11 +203,11 @@
penetrating = TRUE
/obj/item/projectile/bullet/rifle/a762
damage = 45
damage = 40
armor_penetration = 20
/obj/item/projectile/bullet/rifle/a556
damage = 45
damage = 40
armor_penetration = 15
/obj/item/projectile/bullet/rifle/a556/ap

View File

@@ -0,0 +1,48 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
# balance
# admin
# backend
# security
# refactor
#################################
# Your name.
author: MattAtlas
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- balance: "Most non-adminspawn armor in the game has been nerfed across the board. Ablatives are no longer good at everything. Mercenary voidsuits no longer block most forms of damage, same with heavy armor suits. Security's locker armor performs worse against ballistics and lasers."
- balance: "Slightly buffed laser rifle armor penetration."
- balance: "Slightly nerfed 762 and 556 damage."
- balance: "Xrays now do half as much damage with slightly more AP."
- balance: "Normal pistol bullets (9mm) now have more AP."
- balance: "The gimmick mercenary voidsuits that can be bought in the loadout now all have the same stats as the normal blood-red voidsuit."
- balance: "Heavy armor plates now make you slightly slower."