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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 13:05:44 +01:00
Exosuit Crash, Narrator and armor tweaks (#846)
changes: rscadd: "Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process." tweak: "Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley." tweak: "Greatly increased the health values of some high-security airlocks." bugfix: "Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted." rscadd: "Added some more narrator voices to exosuits." rscadd: "Added some warning sounds for exosuits when low on power, or badly damaged." tweak: "The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell." tweak: "EMP damage against exosuits reduced by 20%"
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@@ -87,14 +87,14 @@
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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if(!src) return
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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@@ -247,12 +247,20 @@
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if(2.0)
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if (prob(30))
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dismantle()
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return
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return
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else
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health -= rand(60,180)
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if(3.0)
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if (prob(5))
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dismantle()
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return
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return
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else
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health -= rand(40,80)
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else
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if(health <= 0)
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dismantle()
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return
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/obj/structure/girder/cult
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@@ -286,7 +294,7 @@
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else if(istype(W, /obj/item/weapon/melee/energy))
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var/obj/item/weapon/melee/energy/WT = W
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if(WT.active)
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if(WT.active)
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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@@ -294,13 +302,13 @@
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else
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user << "<span class='notice'>You need to activate the weapon to do that!</span>"
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return
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else if(istype(W, /obj/item/weapon/melee/energy/blade))
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user << "<span class='notice'>Now slicing apart the girder...</span>"
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if(do_after(user,30))
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user << "<span class='notice'>You slice apart the girder!</span>"
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dismantle()
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else if(istype(W, /obj/item/weapon/melee/chainsword))
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var/obj/item/weapon/melee/chainsword/WT = W
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if(WT.active)
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@@ -120,6 +120,8 @@
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if(prob(50))
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shatter(0)
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return
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else
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take_damage(rand(10,30))
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/obj/structure/window/blob_act()
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@@ -297,7 +299,7 @@
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// TODO : Change to incapacitated() on merge.
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if(usr.stat || usr.lying || usr.resting || usr.buckled)
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return 0
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if(anchored)
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usr << "It is fastened to the floor therefore you can't rotate it!"
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return 0
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