Addresses limb meta with a few balance changes. (#12348)

This commit is contained in:
Matt Atlas
2021-08-24 18:34:38 +02:00
committed by GitHub
parent aeb3c7ad53
commit e193074f48
8 changed files with 76 additions and 31 deletions
+2 -2
View File
@@ -8,9 +8,9 @@
)
item_flags = THICKMATERIAL
armor = list(
melee = ARMOR_MELEE_RESISTANT,
melee = ARMOR_MELEE_KEVLAR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
+3 -3
View File
@@ -87,9 +87,9 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_KEVLAR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -10,9 +10,9 @@
slot = ACCESSORY_SLOT_LEG_GUARDS
w_class = ITEMSIZE_NORMAL
armor = list(
melee = ARMOR_MELEE_KNIVES,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
melee = ARMOR_MELEE_KEVLAR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
@@ -114,11 +114,11 @@
slot = ACCESSORY_SLOT_ARM_GUARDS
body_parts_covered = HANDS|ARMS
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_MINOR
melee = ARMOR_MELEE_KEVLAR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_KEVLAR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED
)
w_class = ITEMSIZE_NORMAL
contained_sprite = TRUE
+8 -8
View File
@@ -227,14 +227,14 @@ var/list/global/base_miss_chance = list(
BP_HEAD = 70,
BP_CHEST = 10,
BP_GROIN = 20,
BP_L_LEG = 20,
BP_R_LEG = 20,
BP_L_ARM = 30,
BP_R_ARM = 30,
BP_L_HAND = 50,
BP_R_HAND = 50,
BP_L_FOOT = 50,
BP_R_FOOT = 50
BP_L_LEG = 40,
BP_R_LEG = 40,
BP_L_ARM = 40,
BP_R_ARM = 40,
BP_L_HAND = 60,
BP_R_HAND = 60,
BP_L_FOOT = 60,
BP_R_FOOT = 60
)
//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
+4 -3
View File
@@ -86,7 +86,7 @@
var/body_hair
var/painted = 0
var/maim_bonus = 0.75 //For special projectile gibbing calculation, dubbed "maiming"
var/maim_bonus = 0 //For special projectile gibbing calculation, dubbed "maiming"
var/list/genetic_markings // Markings (body_markings) to apply to the icon
var/list/temporary_markings // Same as above, but not preserved when cloning
@@ -403,12 +403,13 @@
if(isitem(used_weapon))
var/obj/item/W = used_weapon
var/dam_flags = W.damage_flags()
if(isprojectile(W))
var/obj/item/projectile/P = W
if(P.damage_flags & DAM_BULLET)
if(dam_flags & DAM_BULLET)
blunt_eligible = TRUE
maim_bonus += P.maim_rate
else if(W.w_class >= w_class && edge)
if(W.w_class >= w_class && (dam_flags & DAM_EDGE))
edge_eligible = TRUE
if(!blunt_eligible && edge_eligible && brute >= max_damage / (DROPLIMB_THRESHOLD_EDGE + maim_bonus))
+5 -7
View File
@@ -53,7 +53,7 @@
limb_name = BP_L_ARM
name = "left arm"
icon_name = "l_arm"
max_damage = 50
max_damage = 75
min_broken_damage = 30
w_class = ITEMSIZE_NORMAL
body_part = ARM_LEFT
@@ -86,7 +86,7 @@
limb_name = BP_L_LEG
name = "left leg"
icon_name = "l_leg"
max_damage = 50
max_damage = 75
min_broken_damage = 30
w_class = ITEMSIZE_NORMAL
body_part = LEG_LEFT
@@ -119,7 +119,7 @@
limb_name = BP_L_FOOT
name = "left foot"
icon_name = "l_foot"
max_damage = 35
max_damage = 55
min_broken_damage = 15
w_class = ITEMSIZE_SMALL
body_part = FOOT_LEFT
@@ -129,7 +129,6 @@
amputation_point = "left ankle"
arterial_bleed_severity = 0.5
limb_flags = ORGAN_CAN_AMPUTATE | ORGAN_CAN_BREAK | ORGAN_CAN_MAIM | ORGAN_CAN_STAND
maim_bonus = 1
augment_limit = 1
/obj/item/organ/external/foot/body_part_class()
@@ -157,7 +156,7 @@
limb_name = BP_L_HAND
name = "left hand"
icon_name = "l_hand"
max_damage = 35
max_damage = 55
min_broken_damage = 15
w_class = ITEMSIZE_SMALL
body_part = HAND_LEFT
@@ -167,7 +166,6 @@
amputation_point = "left wrist"
arterial_bleed_severity = 0.5
limb_flags = ORGAN_CAN_AMPUTATE | ORGAN_CAN_BREAK | ORGAN_CAN_MAIM | ORGAN_CAN_GRASP | ORGAN_HAS_TENDON
maim_bonus = 1
augment_limit = 1
/obj/item/organ/external/hand/body_part_class()
@@ -202,7 +200,7 @@
limb_name = BP_HEAD
icon_name = "head"
name = BP_HEAD
max_damage = 75
max_damage = 125
min_broken_damage = 35
w_class = ITEMSIZE_NORMAL
body_part = HEAD | FACE