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Bubberstation/code/__DEFINES/bodyparts.dm
Roxy b2950a6688 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>
2025-08-26 18:02:53 +03:00

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///The standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG
#define BODYPARTS_DEFAULT_MAXIMUM 6
/// Limb Health
/// The max damage a limb can take before it stops taking damage.
/// Used by the max_damage var.
#define LIMB_MAX_HP_PROSTHESIS 20 //Used by surplus prosthesis limbs.
#define LIMB_MAX_HP_DEFAULT 50 //Used by most all limbs by default.
#define LIMB_MAX_HP_ADVANCED 75 //Used by advanced robotic limbs.
#define LIMB_MAX_HP_CORE 200 //Only use this for heads and torsos.
/// Xenomorph Limbs
#define LIMB_MAX_HP_ALIEN_LARVA 50 //Used by the weird larva chest and head. Did you know they have those?
#define LIMB_MAX_HP_ALIEN_LIMBS 100 //Used by xenomorph limbs.
#define LIMB_MAX_HP_ALIEN_CORE 500 //Used by xenomorph chests and heads
#define LIMB_ALIEN_BURN_DAMAGE_MULTIPLIER 2 //Used by xenomorphs and their larvae
/// Limb Body Damage Coefficient
/// A multiplication of the burn and brute damage that the limb's stored damage contributes to its attached mob's overall wellbeing.
/// For instance, if a limb has 50 damage, and has a coefficient of 50%, the human is considered to have suffered 25 damage to their total health.
#define LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCED 0.5 //Used by advanced robotic limbs.
#define LIMB_BODY_DAMAGE_COEFFICIENT_DEFAULT 0.75 //Used by all limbs by default.
#define LIMB_BODY_DAMAGE_COEFFICIENT_TOTAL 1 //Used by heads and torsos
#define LIMB_BODY_DAMAGE_COEFFICIENT_PROSTHESIS 2.5 //Used by surplus prosthesis limbs
// EMP
// Note most of these values are doubled on heavy EMP
/// The brute damage an augged limb takes from an EMP.
#define AUGGED_LIMB_EMP_BRUTE_DAMAGE 2
/// The brute damage an augged limb takes from an EMP.
#define AUGGED_LIMB_EMP_BURN_DAMAGE 1.5
/// When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
#define AUGGED_LIMB_EMP_PARALYZE_TIME 3 SECONDS
/// When hit by an EMP, the time an augged leg will be knocked down for.
#define AUGGED_LEG_EMP_KNOCKDOWN_TIME 3 SECONDS
/// When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
#define AUGGED_CHEST_EMP_STUN_TIME 3 SECONDS
/// When hit by an EMP, the time an augged chest will cause the mob to shake() for.
#define AUGGED_CHEST_EMP_SHAKE_TIME 5 SECONDS
/// When hit by an EMP, the time an augged head will make vision fucky for.
#define AUGGED_HEAD_EMP_GLITCH_DURATION 6 SECONDS
// Color priorities for bodyparts
/// Abductor team recoloring priority
#define LIMB_COLOR_AYYLMAO 5
/// Hulk effect color priority
#define LIMB_COLOR_HULK 10
/// Fish infusion color priority
#define LIMB_COLOR_FISH_INFUSION 15
/// Carp infusion color priority
#define LIMB_COLOR_CARP_INFUSION 20
/// Untextured fish suicide color priority
#define LIMB_COLOR_CS_SOURCE_SUICIDE 30
/// Base priority for atom colors, gets atom priorities added to it
#define LIMB_COLOR_ATOM_COLOR 40
/// Voidwalker effect color priority
#define LIMB_COLOR_VOIDWALKER_CURSE 50
#define LIMB_COLOR_SYNTH 100 // BUBBER EDIT - High priority
// Overlay priorities
#define BODYPART_OVERLAY_FISH_INFUSION 1
#define BODYPART_OVERLAY_CARP_INFUSION 2
#define BODYPART_OVERLAY_CSS_SUICIDE 3
#define BODYPART_OVERLAY_VOIDWALKER_CURSE 4