Files
Batrachophreno 55045bc606 Bomb and Radioactivity Behaviors (#21593)
changes:
- balance: "Dirty bomb cleanable 'greenglow' decal left behind is now
actually radioactive to make it more persistently hazardous."
- balance: "'Radioactive waste' rare Warehouse spawn submap now uses
low-radioactivity variants for some of its contents and also been given
a radioactive gear crate."
- balance: "Adds increased taste_mult values to radioactive waste,
napalm, and nitroglycerin; it should be noticeable if your drink is
spiked with any of them."
- balance: "Both uranium and radioactive waste reagents will create
radioactive pools on the floor if spilled (uranium weak, radioactive
waste medium/strong)."
- balance: "Bombs are now allowed to be planted on any mob type except
for carbons."
- balance: "Increases the numbers of assemblies (signalers, igniters,
etc.) stocked in vending machines."
- rscadd: "Adds a radioactive waste chemical canister to the Uplink (5
tc)."
- code_imp: "Adds additional variants of greenglow/radioactive decal and
radioactive_waste/hazardous obj that are more or less radioactive for
mapping and ST use."
  - code_imp: "Cleans up bomb timer setting code and admin logging."
  - qol: "Adds more examine hints to reagent dispensers."
  - qol: "Adds more examine hints to bombs."
  
The 'radioactive waste chemical canister' item cost was set to 5 tc to
match the other 'hazardous chemical' antag item, the Chlorine Tank.
2025-12-19 20:21:10 +00:00

59 lines
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// 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_BALLISTIC_MINOR 10
#define ARMOR_BALLISTIC_SMALL 25
#define ARMOR_BALLISTIC_PISTOL 30
#define ARMOR_BALLISTIC_MEDIUM 40
#define ARMOR_BALLISTIC_CARBINE 45 //Reduces polymer round damage to 15.3.
#define ARMOR_BALLISTIC_MAJOR 55 //Reduces 762 round damage to 18.
#define ARMOR_BALLISTIC_RIFLE 60 //Used by security ballistic armour. Drops 762 down to 11.2 damage.
#define ARMOR_BALLISTIC_AP 75
#define ARMOR_BALLISTIC_HEAVY 100
#define ARMOR_LASER_MINOR 10
#define ARMOR_LASER_SMALL 25
#define ARMOR_LASER_KEVLAR 30
#define ARMOR_LASER_PISTOL 35
#define ARMOR_LASER_MEDIUM 40 // Drops midlasers down to 22.5 damage.
#define ARMOR_LASER_RIFLE 45 // Drops midlasers down to 18 damage.
#define ARMOR_LASER_MAJOR 55 // Drops midlasers down to 9 damage.
#define ARMOR_LASER_AP 70
#define ARMOR_LASER_HEAVY 100
#define ARMOR_MELEE_MINOR 5
#define ARMOR_MELEE_SMALL 10
#define ARMOR_MELEE_KNIVES 15
#define ARMOR_MELEE_MEDIUM 20
#define ARMOR_MELEE_KEVLAR 25
#define ARMOR_MELEE_RESISTANT 30
#define ARMOR_MELEE_MAJOR 50
#define ARMOR_MELEE_VERY_HIGH 70
#define ARMOR_MELEE_SHIELDED 100
#define ARMOR_BIO_MINOR 10
#define ARMOR_BIO_SMALL 25
#define ARMOR_BIO_RESISTANT 50
#define ARMOR_BIO_STRONG 75
#define ARMOR_BIO_SHIELDED 100
#define ARMOR_RAD_MINOR 10
#define ARMOR_RAD_SMALL 25
#define ARMOR_RAD_RESISTANT 40
#define ARMOR_RAD_STRONG 75
#define ARMOR_RAD_SHIELDED 100
#define ARMOR_BOMB_MINOR 10
#define ARMOR_BOMB_PADDED 30
#define ARMOR_BOMB_RESISTANT 60
#define ARMOR_BOMB_SHIELDED 100
#define ARMOR_ENERGY_MINOR 10
#define ARMOR_ENERGY_SMALL 25
#define ARMOR_ENERGY_RESISTANT 40
#define ARMOR_ENERGY_STRONG 75
#define ARMOR_ENERGY_SHIELDED 100