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Reverts us back to 100 maxhp from the 135 we have been on because I lived to it once (#4479)
## About The Pull Request cyborgs, synths, humans, all that? Yeah, we 100hp now. No more 135. do not merge until the bloodsucker nerfs and blacksmithing nerfs are here so they don't become WAY beyond powerful ## Why It's Good For The Game The vast majority of content we get is made with 100hp in mind, there are a very limited amount of features which are made with more in mind (bloodsucker, blacksmithing). The skyrat guns are already being removed, which was one of the main factors on not lowering it. However, batons, lasers, and even most other crew melee weapons are impacted by this. Antagonist weapons are in turn affected far less. The higher damage something does, the less extra hits they'll have to do in order to hit that same treshold. Some antagonist weapons will require 1 less hit to crit, but most crew weapons will require 2 (or more) less hits to crit. Antagonists _ALSO_ routinely get some of the best armor in the game. The extra HP scales extra hard with them due to this, allowing an otherwise settled fight to be enough for the antagonist to retreat. Lasers will once more feel punchy, and in general fights will feel less like they drag on forever. Other consequences of this change will be things like batons stamcritting in 2 hits instead of 3, and the syndicate revolver being Good Again. (3 shots to crit is a lot more than 2 when you only get 6 shots for 13tc) tl;dr everything we get from tg is balanced around the 100 threshold, having more than that fundamentally screws things up, except for the like- 3 features that are made around 135. One of which is being removed, the others are being toned down by other players. ## Proof Of Testing I did test it and the health do be 100 again <details> <summary>Screenshots/Videos</summary> <img width="200" height="223" alt="image" src="https://github.com/user-attachments/assets/a8e47838-e33a-40c6-b98a-5dec2029be16" /> <img width="431" height="157" alt="image" src="https://github.com/user-attachments/assets/f6808f83-8f8d-4878-b3d9-3c6bc12e5158" /> <img width="251" height="32" alt="image" src="https://github.com/user-attachments/assets/b98fa6a4-6760-4cbe-b6dd-d2541f8cdb9c" /> <img width="468" height="184" alt="image" src="https://github.com/user-attachments/assets/7089be74-49ba-42f8-970b-bfda83b5208c" /> </details> ## Changelog 🆑 balance: Reverts human health to 100hp balance: Reverts sillicon health to 100hp /🆑 --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
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@@ -6,9 +6,9 @@
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/// The max damage a limb can take before it stops taking damage.
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/// Used by the max_damage var.
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#define LIMB_MAX_HP_PROSTHESIS 20 //Used by surplus prosthesis limbs.
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#define LIMB_MAX_HP_DEFAULT 60 //Used by most all limbs by default. // SKYRAT EDIT CHANGE - ORIGINAL : #define LIMB_MAX_HP_DEFAULT 50
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#define LIMB_MAX_HP_DEFAULT 50 //Used by most all limbs by default.
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#define LIMB_MAX_HP_ADVANCED 75 //Used by advanced robotic limbs.
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#define LIMB_MAX_HP_CORE 250 //Only use this for heads and torsos. // SKYRAT EDIT CHANGE - ORIGINAL : #define LIMB_MAX_HP_CORE 200
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#define LIMB_MAX_HP_CORE 200 //Only use this for heads and torsos.
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/// Xenomorph Limbs
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#define LIMB_MAX_HP_ALIEN_LARVA 50 //Used by the weird larva chest and head. Did you know they have those?
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@@ -2,9 +2,7 @@
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#define PULL_OVERSIZED_SLOWDOWN 2
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#define HUMAN_HEALTH_MODIFIER 1.35
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#define HUMAN_MAXHEALTH MAX_LIVING_HEALTH * HUMAN_HEALTH_MODIFIER
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#define HUMAN_MAXHEALTH MAX_LIVING_HEALTH
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#define UNDERWEAR_HIDE_SOCKS (1<<0)
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#define UNDERWEAR_HIDE_SHIRT (1<<1)
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@@ -1,7 +1,7 @@
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/// The max amount of health a ghoul has.
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#define GHOUL_MAX_HEALTH HUMAN_MAXHEALTH - 35 // BUBBER EDIT
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#define GHOUL_MAX_HEALTH HUMAN_MAXHEALTH - 30 // BUBBER EDIT - 70 because we're going back to 100hp
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/// The max amount of health a voiceless dead has.
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#define MUTE_MAX_HEALTH HUMAN_MAXHEALTH // BUBBER EDIT
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#define MUTE_MAX_HEALTH HUMAN_MAXHEALTH // BUBBER EDIT - I mean i guess this'll keep it at 100hp so I don't need to change it
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/datum/heretic_knowledge_tree_column/main/flesh
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neighbour_type_left = /datum/heretic_knowledge_tree_column/lock_to_flesh
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@@ -119,7 +119,7 @@
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// BUBBER CHANGE BELOW - GHOUL MAXHP
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desc = "Allows you to transmute a corpse and a poppy to create a Voiceless Dead. \
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The corpse does not need to have a soul. \
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Voiceless Dead are mute ghouls and have 135 health, but can use Bloody Blades effectively. \
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Voiceless Dead are mute ghouls and have 100 health, but can use Bloody Blades effectively. \
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You can only create two at a time."
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gain_text = "I found notes of a dark ritual, unfinished... yet still, I pushed forward."
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required_atoms = list(
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@@ -9,8 +9,8 @@
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real_name = "Cyborg"
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icon = 'icons/mob/silicon/robots.dmi' //SKYRAT EDIT - Modified in modular_skyrat\modules\altborgs\code\robot_defines.dm (to allow for custom transformation animations)
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icon_state = "robot"
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maxHealth = 135 // Bubber Edit
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health = 135 // Bubber Edit
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maxHealth = 100
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health = 100
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bubble_icon = "robot"
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designation = "Default" //used for displaying the prefix & getting the current model of cyborg
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has_limbs = TRUE
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@@ -5,7 +5,7 @@
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Might cause unexpected spaggetification"
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/obj/projectile/beam/event_horizon
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damage = HUMAN_HEALTH_MODIFIER * 100
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damage = HUMAN_MAXHEALTH
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damage_type = BRUTE
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armor_flag = ENERGY
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range = 150
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@@ -1,5 +1,5 @@
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#define MILLSTONE_STAMINA_MINIMUM 50 //What is the amount of stam damage that we prevent mill use at
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#define MILLSTONE_STAMINA_USE 100 //How much stam damage is given to people when the mill is used
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#define MILLSTONE_STAMINA_USE 80 //How much stam damage is given to people when the mill is used
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/obj/structure/millstone
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name = "millstone"
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@@ -91,12 +91,12 @@ const areaSort = (a: CrewSensor, b: CrewSensor) => {
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};
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const getHealthLevel = (healthSum: number): number => {
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if (healthSum <= 74) return 0;
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if (healthSum <= 95) return 1;
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if (healthSum <= 116) return 2;
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if (healthSum <= 137) return 3;
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if (healthSum <= 158) return 4;
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return 5; // over 158 (near crit)
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if (healthSum <= 56) return 0;
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if (healthSum <= 72) return 1;
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if (healthSum <= 85) return 2;
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if (healthSum <= 100) return 3;
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if (healthSum <= 115) return 4;
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return 5; // over 116 (near crit)
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};
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const healthToAttribute = (
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