Nerfs 762, 556, midlasers, specialised armour, personal shields and stims. (#15002)

This commit is contained in:
Matt Atlas
2022-12-01 14:30:28 +01:00
committed by GitHub
parent 69533aca5b
commit 4d3fb12c64
18 changed files with 162 additions and 67 deletions
+1 -1
View File
@@ -138,7 +138,7 @@
item_state = "helm_ballistic"
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_AP,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_SMALL,
bomb = ARMOR_BOMB_PADDED
)
+1 -1
View File
@@ -588,7 +588,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -10,7 +10,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_MELEE_MINOR,
bomb = ARMOR_BOMB_PADDED
)
@@ -186,7 +186,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_SMALL,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SMALL,
@@ -59,7 +59,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_STRONG,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
+9 -9
View File
@@ -119,7 +119,7 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
@@ -206,7 +206,7 @@
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -265,7 +265,7 @@
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -433,7 +433,7 @@
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -498,8 +498,8 @@
item_state = "hegemony_armor"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
)
@@ -518,7 +518,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
rad = ARMOR_RAD_RESISTANT
@@ -571,7 +571,7 @@
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED
)
@@ -586,7 +586,7 @@
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_MAJOR,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
+2 -2
View File
@@ -125,7 +125,7 @@
item_state = "plate_ballistic"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
@@ -154,7 +154,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT
)
slowdown = 1
@@ -34,7 +34,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -46,7 +46,7 @@
item_state = "legguards_ballistic"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
@@ -143,7 +143,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_AP,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -155,7 +155,7 @@
item_state = "armguards_ballistic"
armor = list(
melee = ARMOR_MELEE_RESISTANT,
bullet = ARMOR_BALLISTIC_AP,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MINOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED
@@ -31,10 +31,6 @@
tally += species.handle_movement_tally(src)
if (can_feel_pain())
if(shock_stage >= 10)
tally += 3
if(is_asystole())
tally += 10 //heart attacks are kinda distracting
+1 -1
View File
@@ -366,7 +366,7 @@
if(sharp)
organ_damage_threshold *= 0.5
if(laser)
organ_damage_threshold *= 2
organ_damage_threshold *= 1.25
if(!(cur_damage + damage_amt >= max_damage) && !(damage_amt >= organ_damage_threshold))
return FALSE
+4 -4
View File
@@ -44,8 +44,8 @@
impact_type = /obj/effect/projectile/impact/hegemony
/obj/item/projectile/beam/midlaser
damage = 35
armor_penetration = 10
damage = 30
armor_penetration = 15
/obj/item/projectile/beam/midlaser/skrell
armor_penetration = 0
@@ -55,8 +55,8 @@
armor_penetration = 20
/obj/item/projectile/beam/noctiluca
damage = 25
armor_penetration = 25
damage = 20
armor_penetration = 28
/obj/item/projectile/beam/noctiluca/armor_piercing
name = "concentrated laser"
+11 -11
View File
@@ -137,7 +137,7 @@
/obj/item/projectile/bullet/pistol/revolver
damage = 40
armor_penetration = 10
armor_penetration = 15
/obj/item/projectile/bullet/pistol/rubber //"rubber" bullets
name = "rubber bullet"
@@ -150,7 +150,7 @@
/obj/item/projectile/bullet/shotgun
name = "slug"
damage = 65
damage = 55
/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
name = "beanbag"
@@ -207,23 +207,23 @@
penetrating = FALSE
/obj/item/projectile/bullet/rifle/a762
damage = 40
armor_penetration = 20
damage = 35
armor_penetration = 22
penetrating = TRUE
/obj/item/projectile/bullet/rifle/a556
damage = 40
armor_penetration = 15
damage = 30
armor_penetration = 26
penetrating = FALSE
/obj/item/projectile/bullet/rifle/a556/ap
damage = 35
armor_penetration = 40
damage = 25
armor_penetration = 45
penetrating = TRUE
/obj/item/projectile/bullet/rifle/a556/polymer
damage = 25
armor_penetration = 30
damage = 24
armor_penetration = 32
penetrating = FALSE
/obj/item/projectile/bullet/rifle/a145
@@ -276,7 +276,7 @@
weaken = 0
drowsy = 0
eyeblur = 0
damage_type = TOX
damage_type = BRUTE
speed = 0.3
/obj/item/projectile/bullet/rifle/tranq/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
@@ -1575,3 +1575,52 @@
metabolism_min = 0.5
breathe_mul = 0
goodmessage = list("You feel strange, in a good way.")
/decl/reagent/kilosemine
name = "Kilosemine"
description = "An illegal stimulant, known by specialists for its properties that somehow mix the effects of Synaptizine and Hyperzine without the immediate side \
effects. It is unknown how and where this chemical was created; some speculate that it was created in Fisanduh for use by radical terrorist cells."
reagent_state = SOLID
scannable = TRUE
color = "#EE4B2B"
overdose = 15
metabolism = REM * 3 //0.6 units per tick
taste_description = "pure alcohol"
/decl/reagent/kilosemine/affect_blood(var/mob/living/carbon/M, var/alien, var/removed, var/datum/reagents/holder)
M.drowsiness = max(M.drowsiness - 5, 0)
M.AdjustStunned(-1)
M.AdjustWeakened(-1)
M.hallucination = max(0, M.hallucination - 10)
M.eye_blurry = max(M.eye_blurry - 5, 0)
M.confused = max(M.confused - 10, 0)
/decl/reagent/kilosemine/affect_chem_effect(var/mob/living/carbon/M, var/alien, var/removed)
. = ..()
if(.)
M.add_chemical_effect(CE_SPEEDBOOST, 1)
M.add_chemical_effect(CE_CLEARSIGHT)
M.add_chemical_effect(CE_STRAIGHTWALK)
M.add_chemical_effect(CE_PAINKILLER, 30)
M.add_chemical_effect(CE_HALLUCINATE, -1)
M.add_up_to_chemical_effect(CE_ADRENALINE, 1)
/decl/reagent/kilosemine/overdose(mob/living/carbon/M, alien, removed, scale, datum/reagents/holder)
if(!ishuman(M))
return
var/mob/living/carbon/human/H = M
if(prob(H.chem_doses[type] / 2))
to_chat(H, SPAN_WARNING(pick("You feel like you're on limited time...", "Something in the left side of your chest feels like it's bursting!",
"You feel like today is your last day, and you should make it count...")))
if(prob(H.chem_doses[type] / 3))
if(prob(75))
H.emote(pick("twitch", "shiver"))
else
if(prob(50))
to_chat(H, SPAN_DANGER("Your joints lock up!"))
H.AdjustParalysis(3)
else
var/obj/item/organ/internal/heart/heart = H.internal_organs_by_name[BP_HEART]
if(heart)
to_chat(H, SPAN_DANGER("Your heart skips a beat and screams out in pain!"))
heart.take_internal_damage(10)
@@ -308,7 +308,7 @@
armorcheck = FALSE
time = 0
reagents_to_add = list(/decl/reagent/oxycomorphine = 5, /decl/reagent/synaptizine = 5, /decl/reagent/hyperzine = 5, /decl/reagent/arithrazine = 5)
reagents_to_add = list(/decl/reagent/kilosemine = 10)
/obj/item/reagent_containers/hypospray/combat/empty
name = "combat hypospray"