Not THAT Slow - Update Movespeed Modifiers for Smooth Movement (#22127)

The /tg/-style movespeed_modifier datums were not incorporated into the
original smooth movement PR. While
https://github.com/Aurorastation/Aurora.3/pull/22043 restores that
functionality, the original values no longer feel good now that we're on
smooth movement. This PR halves ALL movespeed_modifier/slowdown datums,
with the exception of species-native, as a baseline before more
individual adjustments are made.
This commit is contained in:
Batrachophreno
2026-04-04 22:25:48 +00:00
committed by GitHub
parent ceeeaacd5b
commit d313f70906
48 changed files with 182 additions and 151 deletions
+1 -1
View File
@@ -53,7 +53,7 @@
/obj/item/cargo_backpack/proc/update_state(mob/user)
if(LAZYLEN(contained_packages))
slowdown = 1
slowdown = 0.5
else
slowdown = 0
update_icon()
+2 -2
View File
@@ -18,7 +18,7 @@
w_class = WEIGHT_CLASS_HUGE
force = 15
slowdown = 1
slowdown = 0.5
var/delivery_point_id = ""
var/datum/weakref/delivery_point_sector
@@ -83,7 +83,7 @@
// larger mobs, such as industrials, can hold two pieces of cargo
if(user.species.mob_size < 12)
wield(user)
slowdown = 2
slowdown = 1
else
slowdown = 0
+1 -1
View File
@@ -70,7 +70,7 @@
BOMB = ARMOR_BOMB_PADDED,
)
contained_sprite = TRUE
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
/obj/item/clothing/mask/exclusionist
+2 -2
View File
@@ -12,7 +12,7 @@
icon_state = "flippers"
item_state = "flippers"
item_flags = ITEM_FLAG_NO_SLIP
slowdown = 1
slowdown = 0.5
/obj/item/clothing/shoes/footwraps
name = "cloth footwraps"
@@ -64,7 +64,7 @@
item_state = "galoshes"
permeability_coefficient = 0.05
item_flags = ITEM_FLAG_NO_SLIP
slowdown = 1
slowdown = 0.5
species_restricted = null
icon_auto_adapt = TRUE
icon_supported_species_tags = list("taj")
+1 -1
View File
@@ -28,7 +28,7 @@
user.drop_from_inventory(cuffs,src)
src.chained = cuffs
src.slowdown = 15
src.slowdown = 7.5
src.icon_state = "orange1"
src.item_state = "orange1"
if(ismob(src.loc))
+2 -2
View File
@@ -34,7 +34,7 @@
siemens_coefficient = 0.35
permeability_coefficient = 0.1
unacidable = 1
slowdown = 1 // All rigs by default should have slowdown.
slowdown = 0.5 // All rigs by default should have slowdown.
var/has_sealed_state = FALSE
var/has_hidden_jumpsuit = FALSE
@@ -88,7 +88,7 @@
var/seal_delay = SEAL_DELAY
var/sealing // Keeps track of seal status independantly of canremove.
var/offline = 1 // Should we be applying suit maluses?
var/offline_slowdown = 3 // If the suit is deployed and unpowered, it sets slowdown to this.
var/offline_slowdown = 1.5 // If the suit is deployed and unpowered, it sets slowdown to this.
var/vision_restriction = TINT_NONE
var/offline_vision_restriction = TINT_HEAVY
var/airtight = 1 //If set, will adjust the ITEM_FLAG_AIRTIGHT flag on components. Otherwise it should leave them untouched.
@@ -15,8 +15,8 @@
)
siemens_coefficient = 0.1
emp_protection = -20
slowdown = 6
offline_slowdown = 10
slowdown = 3
offline_slowdown = 5
vision_restriction = TINT_HEAVY
offline_vision_restriction = TINT_BLIND
boot_type = /obj/item/clothing/shoes/magboots/rig/chonk
@@ -44,7 +44,7 @@
)
siemens_coefficient = 0.1
vision_restriction = TINT_NONE
slowdown = 4
slowdown = 2
glove_type = /obj/item/clothing/gloves/powerfist
allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL
@@ -91,8 +91,8 @@
)
vision_restriction = TINT_NONE
offline_vision_restriction = TINT_BLIND
slowdown = 4
offline_slowdown = 3
slowdown = 2
offline_slowdown = 2.5
siemens_coefficient = 0.1
allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL
glove_type = /obj/item/clothing/gloves/powerfist
@@ -127,8 +127,8 @@
)
siemens_coefficient = 0.1
vision_restriction = 0
slowdown = 2
offline_slowdown = 3
slowdown = 1
offline_slowdown = 1.5
species_restricted = list(BODYTYPE_VAURCA)
@@ -190,8 +190,8 @@
)
siemens_coefficient = 0
vision_restriction = 0
slowdown = 2
offline_slowdown = 3
slowdown = 1
offline_slowdown = 1.5
species_restricted = list(BODYTYPE_TAJARA)
@@ -15,7 +15,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/combat
@@ -59,7 +59,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -141,7 +141,7 @@
)
emp_protection = 30
slowdown = 0
offline_slowdown = 3
offline_slowdown = 1.5
initial_modules = list(
/obj/item/rig_module/ai_container,
@@ -177,8 +177,8 @@
RAD = ARMOR_RAD_RESISTANT
)
siemens_coefficient = 0.35
slowdown = 2
offline_slowdown = 4
slowdown = 1
offline_slowdown = 2
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/tcfl
@@ -233,7 +233,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
boot_type = /obj/item/clothing/shoes/magboots/rig/heavy
@@ -287,7 +287,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
boot_type = /obj/item/clothing/shoes/magboots/rig/heavy
@@ -356,7 +356,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
boot_type = /obj/item/clothing/shoes/magboots/rig/heavy
@@ -410,8 +410,8 @@
)
offline_vision_restriction = TINT_HEAVY
emp_protection = -30
slowdown = 8
offline_slowdown = 10
slowdown = 4
offline_slowdown = 5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -455,7 +455,7 @@
RAD = ARMOR_RAD_SMALL
)
offline_vision_restriction = TINT_HEAVY
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -487,7 +487,7 @@
RAD = ARMOR_RAD_SMALL
)
offline_vision_restriction = TINT_HEAVY
offline_slowdown = 10
offline_slowdown = 5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -540,8 +540,8 @@
helm_type = /obj/item/clothing/head/helmet/space/rig/nanotrasen
boot_type = /obj/item/clothing/shoes/magboots/rig/heavy
slowdown = 1
offline_slowdown = 2
slowdown = 0.5
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL | MODULE_MEDICAL | MODULE_UTILITY | MODULE_VAURCA
@@ -594,7 +594,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/legionnaire
@@ -15,7 +15,7 @@
BOMB = ARMOR_BOMB_PADDED
)
emp_protection = 100
slowdown = -0.3
slowdown = -0.15
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA)
item_flags = ITEM_FLAG_THICK_MATERIAL
offline_slowdown = 0
@@ -329,8 +329,8 @@
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_UNATHI, BODYTYPE_SKRELL, BODYTYPE_VAURCA, BODYTYPE_IPC, BODYTYPE_TAJARA)
seal_delay = 3 // Its only deploying the myomers and helmet.
offline_slowdown = 3
slowdown = 1
offline_slowdown = 1.5
slowdown = 0.5
offline_vision_restriction = TINT_BLIND // Visorless helmet sprite, the helmet's face is just a camera.
allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/melee/baton)
@@ -20,7 +20,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
emp_protection = 30
@@ -89,7 +89,7 @@
RAD = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
emp_protection = 20
@@ -20,7 +20,7 @@
emp_protection = 30
vision_restriction = TINT_NONE
slowdown = 0
offline_slowdown = 3
offline_slowdown = 1.5
species_restricted = list(BODYTYPE_SKRELL)
helm_type = /obj/item/clothing/head/helmet/space/rig/skrell
@@ -85,8 +85,8 @@
RAD = ARMOR_RAD_RESISTANT
)
siemens_coefficient = 0.35
slowdown = 2
offline_slowdown = 7
slowdown = 1
offline_slowdown = 3.5
offline_vision_restriction = TINT_HEAVY
emp_protection = -20
max_pressure_protection = FIRESUIT_MAX_PRESSURE
@@ -169,7 +169,7 @@
RAD = ARMOR_RAD_SHIELDED
)
slowdown = 0
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/eva
@@ -246,7 +246,7 @@
RAD = ARMOR_RAD_SHIELDED
)
slowdown = 0
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = 0
max_heat_protection_temperature = FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE / 1.5 // Good against fires, but not as good as a proper firesuit / atmos voidsuit
max_pressure_protection = FIRESUIT_MAX_PRESSURE
@@ -336,8 +336,8 @@
RAD = ARMOR_RAD_SHIELDED
)
siemens_coefficient = 0.50
slowdown = 1
offline_slowdown = 2
slowdown = 0.5
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/medical
@@ -378,7 +378,7 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_RESISTANT
)
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
helm_type = /obj/item/clothing/head/helmet/space/rig/hazard
@@ -424,8 +424,8 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SHIELDED
)
slowdown = 3
offline_slowdown = 4
slowdown = 1.5
offline_slowdown = 2
offline_vision_restriction = TINT_HEAVY
boot_type = /obj/item/clothing/shoes/magboots/rig/chonk
@@ -15,7 +15,7 @@
RAD = ARMOR_RAD_RESISTANT
)
siemens_coefficient = 0 // Ok this is the only exception. Got it? Good.
offline_slowdown = 3
offline_slowdown = 1.5
offline_vision_restriction = TINT_HEAVY
has_sealed_state = TRUE
@@ -22,7 +22,7 @@
allowed_module_types = MODULE_GENERAL | MODULE_LIGHT_COMBAT | MODULE_HEAVY_COMBAT | MODULE_SPECIAL | MODULE_MEDICAL | MODULE_UTILITY
siemens_coefficient = 0.2
offline_slowdown = 2
offline_slowdown = 1
offline_vision_restriction = TINT_HEAVY
species_restricted = list(BODYTYPE_HUMAN, BODYTYPE_IPC, BODYTYPE_IPC_BISHOP, BODYTYPE_IPC_ZENGHU)
@@ -69,7 +69,7 @@
RAD = ARMOR_RAD_MINOR
)
slowdown = 0
offline_slowdown = 1
offline_slowdown = 0.5
allowed_module_types = MODULE_GENERAL | MODULE_UTILITY
@@ -52,7 +52,7 @@
item_flags = ITEM_FLAG_THICK_MATERIAL|ITEM_FLAG_INJECTION_PORT
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/emergency_oxygen, /obj/item/suit_cooling_unit, /obj/item/tank)
slowdown = 1
slowdown = 0.4
armor = list(
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
@@ -122,7 +122,7 @@
icon_state = "softsuit_emergency"
item_state = "softsuit_emergency"
contained_sprite = TRUE
slowdown = 2
slowdown = 1
/obj/item/clothing/suit/space/emergency/marooning_equipment
name = "marooning softsuit"
+1 -1
View File
@@ -26,7 +26,7 @@
desc = "A crimson spacesuit sporting clean lines and durable plating. Robust, reliable, and slightly suspicious."
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/melee/energy/sword,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_MAJOR,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -25,7 +25,7 @@
icon_state = "kataphract"
item_state = "kataphract"
contained_sprite = TRUE
slowdown = 1
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
@@ -32,7 +32,7 @@
item_state = "syndie"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
slowdown = 1
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
+14 -14
View File
@@ -36,7 +36,7 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -75,7 +75,7 @@
icon_state = "vulture"
item_state = "vulture"
contained_sprite = TRUE
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -110,7 +110,7 @@
icon_state = "xanu_voidsuit"
item_state = "xanu_voidsuit"
contained_sprite = TRUE
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -203,7 +203,7 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/tank,/obj/item/flashlight,/obj/item/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)
@@ -239,7 +239,7 @@
item_state = "valkyrie"
icon = 'icons/obj/clothing/voidsuit/elyra.dmi'
contained_sprite = TRUE
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -289,7 +289,7 @@
item_state = "lancer"
icon_supported_species_tags = list("una")
contained_sprite = TRUE
slowdown = 1
slowdown = 0.65
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
@@ -344,7 +344,7 @@
item_state = "banshee"
contained_sprite = 1
slowdown = 1
slowdown = 0.1
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -396,7 +396,7 @@
item_state = "dragon"
contained_sprite = 1
slowdown = 1
slowdown = 0.25
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -448,7 +448,7 @@
item_state = "caiman"
contained_sprite = 1
slowdown = 1
slowdown = 0.75
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -508,7 +508,7 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
slowdown = 1
slowdown = 0.3
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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)
@@ -547,7 +547,7 @@
item_state = "freelancer"
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc")
slowdown = 1
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
@@ -601,7 +601,7 @@
icon_state = "dvoidsuit"
item_state = "dvoidsuit"
contained_sprite = 1
slowdown = 1
slowdown = 0.5
w_class = WEIGHT_CLASS_NORMAL
armor = list(
@@ -657,7 +657,7 @@
icon_state = "goldsuit"
item_state = "goldsuit"
contained_sprite = 1
slowdown = 1
slowdown = 1.0
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
@@ -1068,7 +1068,7 @@
BIO = ARMOR_BIO_SHIELDED,
RAD = ARMOR_RAD_SMALL
)
slowdown = 1
slowdown = 0.5
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/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, BODYTYPE_SKRELL)
@@ -38,7 +38,7 @@
)
contained_sprite = TRUE
icon_supported_species_tags = list("skr", "taj", "una", "ipc", "vau")
slowdown = 1
slowdown = 0.3
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MINOR,
@@ -43,7 +43,7 @@
icon_state = "void"
item_state = "void"
desc = "A high-tech dark red space suit. Used for AI satellite maintenance."
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MINOR,
+4 -4
View File
@@ -110,7 +110,7 @@
item_flags = ITEM_FLAG_THICK_MATERIAL
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
allowed = list(/obj/item/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/handcuffs,/obj/item/tank/emergency_oxygen)
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_RESISTANT,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -147,7 +147,7 @@
icon_state = "reactiveoff"
item_state = "reactiveoff"
blood_overlay_type = "armor"
slowdown = 1
slowdown = 0.5
armor = null
/obj/item/clothing/suit/armor/reactive/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
@@ -198,7 +198,7 @@
item_state = "armor"
var/obj/item/gun/holstered = null
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
slowdown = 1
slowdown = 0.5
armor = list(
MELEE = ARMOR_MELEE_KNIVES,
BULLET = ARMOR_BALLISTIC_MEDIUM,
@@ -608,7 +608,7 @@
w_class = WEIGHT_CLASS_BULKY//bulky item
gas_transfer_coefficient = 0.90
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
slowdown = 3
slowdown = 1.5
flags_inv = HIDEWRISTS|HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
siemens_coefficient = 0.1
pocket_slots = 3
+8 -8
View File
@@ -192,7 +192,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/riot
name = "riot armor plate"
@@ -206,7 +206,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/ablative
name = "ablative armor plate"
@@ -219,7 +219,7 @@
LASER = ARMOR_LASER_MAJOR,
ENERGY = ARMOR_ENERGY_RESISTANT
)
slowdown = 0.4
slowdown = 0.2
siemens_coefficient = 0
/obj/item/clothing/accessory/armor_plate/military
@@ -234,7 +234,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/heavy
name = "heavy armor plate"
@@ -248,14 +248,14 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/heavy/scc
name = "heavy SCC armor plate"
desc = "A heavy and nondescript armor plate. You really get the idea they wanted these mooks to be unfeeling."
icon_state = "plate_blue"
item_state = "plate_blue"
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/heavy/dominia
name = "imperial army steel body armor"
@@ -287,7 +287,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/accessory/armor_plate/tcaf/tcaf_light
name = "\improper TCAF legionnaire light carapace"
@@ -370,7 +370,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.4
slowdown = 0.2
/obj/item/clothing/head/helmet/security
name = "corporate helmet"
+2 -2
View File
@@ -100,7 +100,7 @@
w_class = WEIGHT_CLASS_HUGE //bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 8
slowdown = 4
armor = list(
MELEE = ARMOR_MELEE_VERY_HIGH,
BULLET = ARMOR_BALLISTIC_MINOR,
@@ -233,7 +233,7 @@
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET
allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/suit_cooling_unit,/obj/item/storage/bag/inflatable,/obj/item/t_scanner,/obj/item/rfd/construction,/obj/item/material/twohanded/fireaxe,/obj/item/storage/backpack/cell,/obj/item/clothing/head/radiation,/obj/item/clothing/mask/gas,/obj/item/reagent_containers/hypospray/autoinjector)
slowdown = 1.5
slowdown = 0.75
armor = list(
BIO = ARMOR_BIO_RESISTANT,
RAD = ARMOR_RAD_SHIELDED
@@ -53,7 +53,7 @@
LASER = ARMOR_LASER_MAJOR,
ENERGY = ARMOR_ENERGY_RESISTANT
)
slowdown = 0.3
slowdown = 0.15
siemens_coefficient = 0
/obj/item/clothing/accessory/leg_guard/ballistic
@@ -68,7 +68,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/riot
name = "riot leg guards"
@@ -82,7 +82,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/military
name = "sol army leg guards"
@@ -96,7 +96,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/heavy
name = "heavy leg guards"
@@ -110,13 +110,13 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/heavy/scc
name = "heavy SCC leg guards"
icon_state = "legguards_blue"
item_state = "legguards_blue"
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/heavy/sec
name = "heavy corporate leg guards"
@@ -129,7 +129,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/tcaf
name = "\improper TCAF legionnaire leg carapace"
@@ -145,7 +145,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/konyang_navy
name = "\improper Konyang navy leg guards"
@@ -158,7 +158,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/hoplan
name = "hoplan thigh protector"
@@ -175,7 +175,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/leg_guard/hoplan/skirt
name = "hoplan ballistic skirt"
@@ -184,7 +184,7 @@
icon_state = "hoplan_ballistic_skirt"
item_state = "hoplan_ballistic_skirt"
contained_sprite = TRUE
slowdown = 0.3
slowdown = 0.15
//Arm guards.
/obj/item/clothing/accessory/arm_guard
@@ -237,7 +237,7 @@
LASER = ARMOR_LASER_MAJOR,
ENERGY = ARMOR_ENERGY_RESISTANT
)
slowdown = 0.3
slowdown = 0.15
siemens_coefficient = 0
/obj/item/clothing/accessory/arm_guard/ballistic
@@ -252,7 +252,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/arm_guard/riot
name = "riot arm guards"
@@ -266,7 +266,7 @@
ENERGY = ARMOR_ENERGY_MINOR,
BOMB = ARMOR_BOMB_PADDED
)
slowdown = 0.3
slowdown = 0.15
body_parts_covered = ARMS|HANDS
/obj/item/clothing/accessory/arm_guard/military
@@ -281,7 +281,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
body_parts_covered = ARMS|HANDS
/obj/item/clothing/accessory/arm_guard/heavy
@@ -296,14 +296,14 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/arm_guard/heavy/scc
name = "heavy SCC arm guards"
desc = "A pair of armored arm and hand pads reinforced with heavy armor plating. Attaches to a plate carrier."
icon_state = "armguards_blue"
item_state = "armguards_blue"
slowdown = 0.3
slowdown = 0.15
body_parts_covered = ARMS|HANDS
/obj/item/clothing/accessory/arm_guard/heavy/sec
@@ -317,7 +317,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
/obj/item/clothing/accessory/arm_guard/kala
name = "kala arm guards"
@@ -346,7 +346,7 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
body_parts_covered = ARMS|HANDS
/obj/item/clothing/accessory/arm_guard/tcaf/tcaf_stripe
@@ -369,4 +369,4 @@
ENERGY = ARMOR_ENERGY_SMALL,
BOMB = ARMOR_BOMB_PADDED,
)
slowdown = 0.3
slowdown = 0.15
@@ -399,7 +399,7 @@ Slows you down while being used, and will be automatically retracted if both fee
/// Movespeed modifier used in the root_to_ground proc. This determines how much the ability slows you down by.
/datum/movespeed_modifier/root_to_ground
multiplicative_slowdown = 1.5
multiplicative_slowdown = 0.375
/// Engages Diona magboot roots.
/mob/living/carbon/human/proc/root_enable()
+2 -2
View File
@@ -7,7 +7,7 @@
/datum/movespeed_modifier/equipment_speedmod/immutable
/datum/movespeed_modifier/config_walk_run
multiplicative_slowdown = 1
multiplicative_slowdown = 0.5
id = MOVESPEED_ID_MOB_WALK_RUN
flags = IGNORE_NOSLOW
@@ -26,7 +26,7 @@
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/encumbered
multiplicative_slowdown = 2
multiplicative_slowdown = 1
id = "encumbered"
/datum/movespeed_modifier/zoomzoomkitty
+37 -11
View File
@@ -1,43 +1,69 @@
ABSTRACT_TYPE(/datum/movespeed_modifier/reagent)
blacklisted_movetypes = (FLYING|FLOATING)
// These movespeed_modifiers are derived from metabolizing reagents, and if stacked can cause characters to move faster than ghosts
// For all reagents which increase movespeed, we give them the id 'reagent_speedup' and a priority correlating with their mutliplicative slowdown.
// This ensures that if a player ingests multiple reagents which increase movement speed, only the greatest movespeed bonus will apply.
// While we could do some fancy shit with weighting for multiple speedup reagents, it is best to keep this behavior simple for gameplay.
//Depends on the amount of caffeine in the drink
/datum/movespeed_modifier/reagent/caffeine
id = "reagent_speedup"
variable = TRUE
/datum/movespeed_modifier/reagent/hyperzine
multiplicative_slowdown = -1
/datum/movespeed_modifier/reagent/stimm
multiplicative_slowdown = -1.5
/datum/movespeed_modifier/reagent/skrell_nootropic
id = "reagent_speedup"
priority = 50
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/reagent/stimm
id = "reagent_speedup"
priority = 75
multiplicative_slowdown = -0.75
/datum/movespeed_modifier/reagent/skrell_nootropic
id = "reagent_speedup"
priority = 25
multiplicative_slowdown = -0.25
/datum/movespeed_modifier/reagent/dionae_stimulant
multiplicative_slowdown = -1
id = "reagent_speedup"
priority = 50
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/reagent/kokoreed
multiplicative_slowdown = -1
id = "reagent_speedup"
priority = 50
multiplicative_slowdown = -0.5
/datum/movespeed_modifier/reagent/kilosemine
multiplicative_slowdown = -1
id = "reagent_speedup"
priority = 50
multiplicative_slowdown = -0.5
ABSTRACT_TYPE(/datum/movespeed_modifier/reagent/zorasoda)
/datum/movespeed_modifier/reagent/zorasoda/drone
multiplicative_slowdown = -1
id = "reagent_speedup"
priority = 50
multiplicative_slowdown = -0.5
ABSTRACT_TYPE(/datum/movespeed_modifier/alcohol)
///This is ONLY for the intoxication management of alcohol, NOT for anything else
///if you're not using it in `code\modules\mob\living\carbon\human\intoxication.dm`, you're doing it wrong
/// As of the introduction of removing stacking reagent movespeed modifiers, both alcohol AND any non-alcohol 'slowdown' chems should use the same id
/// and priority system as used in 'speedup' chems.
/datum/movespeed_modifier/alcohol/intoxication
multiplicative_slowdown = 2
id = "reagent_slowdown"
priority = 50
multiplicative_slowdown = 0.3
variable = TRUE
//Only speed boost for unathi
/datum/movespeed_modifier/alcohol/butanol
id = "reagent_slowdown"
multiplicative_slowdown = 0
variable = TRUE
+1 -1
View File
@@ -3,4 +3,4 @@ ABSTRACT_TYPE(/datum/movespeed_modifier/spell)
ABSTRACT_TYPE(/datum/movespeed_modifier/spell/technomancer)
/datum/movespeed_modifier/spell/technomancer/haste
multiplicative_slowdown = -0.8
multiplicative_slowdown = -0.4
@@ -1,9 +1,9 @@
/datum/movespeed_modifier/synth_emp
id = "synthemp"
variable = TRUE
multiplicative_slowdown = 1
multiplicative_slowdown = 0.5
/datum/movespeed_modifier/endoskeleton
id = "synthendoskeleton"
variable = TRUE
multiplicative_slowdown = 1
multiplicative_slowdown = 0.5
@@ -303,13 +303,13 @@
if(2)
to_chat(owner, FONT_LARGE(SPAN_DANGER("The electromagnetic current overloads your hydraulics!")))
owner.Stun(2)
owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/synth_emp, multiplicative_slowdown = 2)
owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/synth_emp, multiplicative_slowdown = 1)
medium_integrity_damage(50)
shake_camera(owner, 0.5 SECONDS, 3)
if(3)
to_chat(owner, FONT_LARGE(SPAN_MACHINE_WARNING("Your positronic circuits error and break under the electromagnetic current!")))
owner.Weaken(3)
owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/synth_emp, multiplicative_slowdown = 3)
owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/synth_emp, multiplicative_slowdown = 1.5)
high_integrity_damage(25)
shake_camera(owner, 1 SECONDS, 5)
@@ -4,7 +4,7 @@
icon = 'icons/obj/projectiles.dmi'
icon_state = "nuke"
w_class = WEIGHT_CLASS_HUGE
slowdown = 2
slowdown = 1
drop_sound = 'sound/items/drop/shell_drop.ogg'
var/projectile_type_override //Override projectile type fired by the gun. This is because certain guns don't use ammo (the Leviathan) but with some we want the ammo to matter.
var/overmap_projectile_type_override //Override projectile type on the overmap, fired by the gun. Like the Grauwolf Probe.
@@ -126,7 +126,7 @@
warhead_state = "high_ex"
caliber = SHIP_CALIBER_406MM
warhead_type = SHIP_AMMO_IMPACT_HE
slowdown = 2
slowdown = 1
var/drop_counter = 0
var/cookoff_devastation = 0
var/cookoff_heavy = 3