feedback changes:

added more loot
nerfed the spawn rates and health of the spawners
widened the paths of some areas for lava passages
added a medbay area to the first level incase of stupid people not coming prepared
added 2 mining rigsuits, may be difficult to get though
fixed(?) issues with dicklys drilling ladders and basalt floors causing issues
This commit is contained in:
MMMiracles
2015-11-25 23:24:42 -05:00
parent ef7dc5c6b2
commit 2d94b0ff9b
7 changed files with 426 additions and 370 deletions
@@ -9,19 +9,19 @@
speak_emote = list("rattles")
emote_see = list("rattles")
a_intent = "harm"
maxHealth = 50
health = 50
maxHealth = 40
health = 40
speed = 1
harm_intent_damage = 5
melee_damage_lower = 15
melee_damage_upper = 15
melee_damage_lower = 10
melee_damage_upper = 10
attacktext = "slashes"
attack_sound = 'sound/hallucinations/growl1.ogg'
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
unsuitable_atmos_damage = 10
environment_smash = 1
robust_searching = 1
stat_attack = 2
stat_attack = 1
gold_core_spawnable = 1
faction = list("skeleton")
see_invisible = SEE_INVISIBLE_MINIMUM
@@ -58,10 +58,10 @@
icon_state = "hole"
icon_living = "hole"
icon = 'icons/mob/nest.dmi'
health = 300
maxHealth = 300
max_mobs = 30
spawn_time = 100
health = 150
maxHealth = 150
max_mobs = 10
spawn_time = 200
mob_type = /mob/living/simple_animal/hostile/skeleton
spawn_text = "climbs out of"
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
@@ -72,6 +72,9 @@
desc = "A hole dug into the ground, harboring all kinds of monsters found within most caves or mining asteroids."
icon_state = "hole"
icon_living = "hole"
health = 200
maxHealth = 200
max_mobs = 3
icon = 'icons/mob/nest.dmi'
spawn_text = "crawls out of"
mob_type = /mob/living/simple_animal/hostile/asteroid/goldgrub
@@ -34,6 +34,18 @@
var/charge_tick = 0
ammo_x_offset = 3
/obj/item/weapon/gun/energy/laser/captain/scattershot
name = "scatter shot laser rifle"
icon_state = "lasercannon"
item_state = "laser"
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
origin_tech = "combat=5;materials=4;powerstorage=4"
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/laser/scatter)
/obj/item/weapon/gun/energy/laser/captain/scattershot/attack_self(mob/living/user as mob)
select_fire(user)
update_icon()
/obj/item/weapon/gun/energy/laser/captain/New()
..()
SSobj.processing |= src