This is for discussion of things that need to be changed to move away from purely stun based combat. Please only comment if you have something to contribute, rather than just saying you like or dislike it.

Shoes do not increase your movement speed
Stun/weaken on basically everything reduced from 10+ to 5 ticks
Time to unbuckle/uncuff self halved
This commit is contained in:
hornygranny
2014-02-27 10:56:06 -08:00
parent 6f4bea2b0e
commit c31647376e
21 changed files with 44 additions and 44 deletions
+1 -1
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@@ -27,7 +27,7 @@
//MINOR TWEAKS/MISC
#define AGE_MIN 17 //youngest a character can be
#define AGE_MAX 85 //oldest a character can be
#define SHOES_SLOWDOWN -1 //How much shoes slow you down by default. Negative values speed you up
#define SHOES_SLOWDOWN 0 //How much shoes slow you down by default. Negative values speed you up
#define STRIP_DELAY 40 //time taken (in deciseconds) to strip somebody
#define DOOR_CRUSH_DAMAGE 10 //the amount of damage that airlocks deal when they crush you
+3 -3
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@@ -1038,15 +1038,15 @@ var/list/sacrificed = list()
O.show_message(text("\red <B>[] invokes a talisman at []</B>", usr, T), 1)
if(issilicon(T))
T.Weaken(15)
T.Weaken(10)
else if(iscarbon(T))
var/mob/living/carbon/C = T
flick("e_flash", C.flash)
if (!(HULK in C.mutations))
C.silent += 15
C.Weaken(25)
C.Stun(25)
C.Weaken(10)
C.Stun(10)
return
/////////////////////////////////////////TWENTY-FIFTH RUNE
+7 -7
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@@ -279,14 +279,14 @@ Auto Patrol: []"},
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if (istype(M, /mob/living/carbon/human))
if (M.stuttering < 10 && (!(HULK in M.mutations)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
if (M.stuttering < 5 && (!(HULK in M.mutations)) /*&& (!istype(M:wear_suit, /obj/item/clothing/suit/judgerobe))*/)
M.stuttering = 5
M.Stun(5)
M.Weaken(5)
else
M.Weaken(10)
M.stuttering = 10
M.Stun(10)
M.Weaken(5)
M.stuttering = 5
M.Stun()
maxstuns--
if (maxstuns <= 0)
target = null
+7 -7
View File
@@ -227,14 +227,14 @@ Auto Patrol: []"},
var/mob/living/carbon/M = src.target
var/maxstuns = 4
if(istype(M, /mob/living/carbon/human))
if(M.stuttering < 10 && (!(HULK in M.mutations)))
M.stuttering = 10
M.Stun(10)
M.Weaken(10)
if(M.stuttering < 5 && (!(HULK in M.mutations)))
M.stuttering = 5
M.Stun(5)
M.Weaken(5)
else
M.Weaken(10)
M.stuttering = 10
M.Stun(10)
M.Weaken(5)
M.stuttering = 5
M.Stun(5)
maxstuns--
if(maxstuns <= 0)
target = null
+1 -1
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@@ -611,7 +611,7 @@ About the new airlock wires panel:
if(!istype(H.head, /obj/item/clothing/head/helmet))
visible_message("\red [user] headbutts the airlock.")
var/obj/item/organ/limb/affecting = H.get_organ("head")
H.Stun(8)
H.Stun(5)
H.Weaken(5)
if(affecting.take_damage(10, 0))
H.update_damage_overlays(0)
+2 -2
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@@ -9,7 +9,7 @@
var/id = null
var/range = 2 //this is roughly the size of brig cell
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 10 //How weakened targets are when flashed.
var/strength = 5 //How weakened targets are when flashed.
var/base_state = "mflash"
anchored = 1
@@ -17,7 +17,7 @@
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1-p"
strength = 8
strength = 4
anchored = 0
base_state = "pflash"
density = 1
+1 -1
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@@ -535,7 +535,7 @@
M.drop_item()
M.eye_blurry += 10
M.Paralyse(1)
M.Weaken(4)
M.Weaken(2)
if (prob(M.eye_stat - 10 + 1))
if(M.stat != 2)
M << "\red You go blind!"
+2 -2
View File
@@ -68,7 +68,7 @@
if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(10)
M.Weaken(5)
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
@@ -179,7 +179,7 @@
var/mob/living/carbon/M = loc
var/safety = M.eyecheck()
if(safety <= 0)
M.Weaken(10)
M.Weaken(5)
flick("e_flash", M.flash)
for(var/mob/O in viewers(M, null))
O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
@@ -102,7 +102,7 @@
s.set_up(3, 1, M)
s.start()
M.Weaken(10)
M.Weaken(5)
if(master && !isWireCut(WIRE_SIGNAL))
master.receive_signal()
@@ -48,7 +48,7 @@
flick("e_flash", M.flash)
M.eye_stat += rand(1, 3)
M.Stun(2)
M.Weaken(10)
M.Weaken(5)
@@ -58,7 +58,7 @@
M.Stun(2)
M.Weaken(1)
else
M.Stun(10)
M.Stun(5)
M.Weaken(3)
if ((prob(14) || (M == src.loc && prob(70))))
M.ear_damage += rand(1, 10)
+1 -1
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@@ -12,7 +12,7 @@
throw_range = 5
m_amt = 500
origin_tech = "materials=1"
var/breakouttime = 1200 //Deciseconds = 120s = 2 minutes
var/breakouttime = 600 //Deciseconds = 120s = 2 minutes
/obj/item/weapon/handcuffs/attack(mob/living/carbon/C, mob/user)
@@ -51,8 +51,8 @@
if(!..()) return
if(M.stuttering < 8 && !(HULK in M.mutations))
M.stuttering = 8
M.Stun(8)
M.Weaken(8)
M.Stun(5)
M.Weaken(5)
M.visible_message("<span class='danger'>[M] has been beaten with [src] by [user]!</span>", \
"<span class='userdanger'>[M] has been beaten with [src] by [user]!</span>")
else
+1 -1
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@@ -9,7 +9,7 @@
w_class = 3
origin_tech = "combat=2"
attack_verb = list("beaten")
var/stunforce = 10
var/stunforce = 5
var/status = 0
var/obj/item/weapon/cell/high/bcell = null
var/hitcost = 1000
@@ -20,7 +20,7 @@
"<span class='warning'>[buckled_mob.name] struggles to break free of the gelatinous resin...</span>",\
"<span class='warning'>You struggle to break free from the gelatinous resin...</span>",\
"You hear squelching...")
spawn(1200)
spawn(600)
if(user && buckled_mob && user.buckled == src)
buckled_mob.pixel_y = 0
unbuckle()
@@ -240,7 +240,7 @@
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has kicked []!</B>", M, src), 1)
if ((stat != DEAD) && (damage > 4.9))
Weaken(rand(10,15))
Weaken(rand(5,10))
for(var/mob/O in viewers(M, null))
if ((O.client && !( O.blinded )))
O.show_message(text("\red <B>[] has weakened []!</B>", M, src), 1, "\red You hear someone fall.", 2)
+3 -3
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@@ -108,9 +108,9 @@
"\red You hear a heavy electrical crack." \
)
// if(src.stunned < shock_damage) src.stunned = shock_damage
Stun(10)//This should work for now, more is really silly and makes you lay there forever
Stun(5)//This should work for now, more is really silly and makes you lay there forever
// if(src.weakened < 20*siemens_coeff) src.weakened = 20*siemens_coeff
Weaken(10)
Weaken(5)
return shock_damage
@@ -553,4 +553,4 @@ var/const/GALOSHES_DONT_HELP = 8
loc.handle_slip(src, s_amount, w_amount, O, lube)
/mob/living/carbon/fall(var/forced)
loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
loc.handle_fall(src, forced)//it's loc so it doesn't call the mob's handle_fall which does nothing
@@ -45,7 +45,7 @@
var/randn = rand(1, 100)
if (randn <= 80)
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
Weaken(10)
Weaken(5)
visible_message(text("\red <B>[] has tackled down []!</B>", M, src))
else
if (randn <= 99)
@@ -231,7 +231,7 @@
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
var/damage = 5
if(prob(95))
Weaken(15)
Weaken(10)
for(var/mob/O in viewers(src, null))
if ((O.client && !( O.blinded )))
O.show_message(text("<span class='danger'>[] has tackled down [name]!</span>", M), 1)
+3 -3
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@@ -464,7 +464,7 @@
C.visible_message("<span class='warning'>[usr] attempts to unbuckle themself!</span>", \
"<span class='notice'>You attempt to unbuckle yourself. (This will take around 2 minutes and you need to stay still.)</span>")
spawn(0)
if(do_after(usr, 1200))
if(do_after(usr, 600))
if(!C.buckled)
return
C.visible_message("<span class='danger'>[usr] manages to unbuckle themself!</span>", \
@@ -512,7 +512,7 @@
CM.update_inv_handcuffed(0)
else
var/obj/item/weapon/handcuffs/HC = CM.handcuffed
var/breakouttime = 1200 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
var/breakouttime = 600 //A default in case you are somehow handcuffed with something that isn't an obj/item/weapon/handcuffs type
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
if(istype(HC)) //If you are handcuffed with actual handcuffs... Well what do I know, maybe someone will want to handcuff you with toilet paper in the future...
breakouttime = HC.breakouttime
@@ -546,7 +546,7 @@
CM.update_inv_legcuffed(0)
else
var/obj/item/weapon/legcuffs/HC = CM.legcuffed
var/breakouttime = 1200 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
var/breakouttime = 600 //A default in case you are somehow legcuffed with something that isn't an obj/item/weapon/legcuffs type
var/displaytime = 2 //Minutes to display in the "this will take X minutes."
if(istype(HC)) //If you are legcuffed with actual legcuffs... Well what do I know, maybe someone will want to legcuff you with toilet paper in the future...
breakouttime = HC.breakouttime
+2 -2
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@@ -1411,8 +1411,8 @@ datum
if(!M) M = holder.my_atom
M.status_flags |= FAKEDEATH
M.adjustOxyLoss(0.5*REM)
M.Weaken(10)
M.silent = max(M.silent, 10)
M.Weaken(5)
M.silent = max(M.silent, 5)
M.tod = worldtime2text()
..()
return
+1 -1
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@@ -330,7 +330,7 @@ datum/chemical_reaction/flash_powder
continue
flick("e_flash", M.flash)
M.Weaken(15)
M.Weaken(5)
if(4 to 5)
if(hasvar(M, "glasses"))