Low/er end combat force adjustments

This commit is contained in:
Yoshax
2016-08-07 01:31:45 +01:00
parent f8250e08ba
commit 403c9adcdb
5 changed files with 18 additions and 18 deletions

View File

@@ -10,7 +10,7 @@
w_class = 3.0 w_class = 3.0
throw_speed = 2 throw_speed = 2
throw_range = 10 throw_range = 10
force = 10.0 force = 15
matter = list(DEFAULT_WALL_MATERIAL = 90) matter = list(DEFAULT_WALL_MATERIAL = 90)
attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")

View File

@@ -8,8 +8,8 @@
sharp = 1 sharp = 1
edge = 1 edge = 1
w_class = 2 w_class = 2
force_divisor = 0.2 // 6 with hardness 30 (glass) force_divisor = 0.3 // 9 with hardness 30 (glass)
thrown_force_divisor = 0.4 // 4 with weight 15 (glass) thrown_force_divisor = 0.5
item_state = "shard-glass" item_state = "shard-glass"
attack_verb = list("stabbed", "slashed", "sliced", "cut") attack_verb = list("stabbed", "slashed", "sliced", "cut")
default_material = "glass" default_material = "glass"
@@ -87,7 +87,7 @@
if(affecting) if(affecting)
if(affecting.robotic >= ORGAN_ROBOT) if(affecting.robotic >= ORGAN_ROBOT)
return return
if(affecting.take_damage(5, 0)) if(affecting.take_damage(force, 0))
H.UpdateDamageIcon() H.UpdateDamageIcon()
H.updatehealth() H.updatehealth()
if(affecting.can_feel_pain()) if(affecting.can_feel_pain())

View File

@@ -5,7 +5,7 @@
icon_state = "red" icon_state = "red"
item_state = "toolbox_red" item_state = "toolbox_red"
flags = CONDUCT flags = CONDUCT
force = 5 force = 10
throwforce = 10 throwforce = 10
throw_speed = 1 throw_speed = 1
throw_range = 7 throw_range = 7
@@ -67,7 +67,7 @@
icon_state = "syndicate" icon_state = "syndicate"
item_state = "toolbox_syndi" item_state = "toolbox_syndi"
origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1) origin_tech = list(TECH_COMBAT = 1, TECH_ILLEGAL = 1)
force = 7.0 force = 14
/obj/item/weapon/storage/toolbox/syndicate/New() /obj/item/weapon/storage/toolbox/syndicate/New()
..() ..()

View File

@@ -21,9 +21,9 @@
icon_state = "wrench" icon_state = "wrench"
flags = CONDUCT flags = CONDUCT
slot_flags = SLOT_BELT slot_flags = SLOT_BELT
force = 5.0 force = 6
throwforce = 7.0 throwforce = 7
w_class = 2.0 w_class = 2
origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1) origin_tech = list(TECH_MATERIAL = 1, TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 150) matter = list(DEFAULT_WALL_MATERIAL = 150)
attack_verb = list("bashed", "battered", "bludgeoned", "whacked") attack_verb = list("bashed", "battered", "bludgeoned", "whacked")
@@ -39,9 +39,9 @@
icon_state = "screwdriver" icon_state = "screwdriver"
flags = CONDUCT flags = CONDUCT
slot_flags = SLOT_BELT | SLOT_EARS slot_flags = SLOT_BELT | SLOT_EARS
force = 5.0 force = 6
w_class = 1.0 w_class = 1
throwforce = 5.0 throwforce = 5
throw_speed = 3 throw_speed = 3
throw_range = 5 throw_range = 5
matter = list(DEFAULT_WALL_MATERIAL = 75) matter = list(DEFAULT_WALL_MATERIAL = 75)
@@ -100,7 +100,7 @@
icon_state = "cutters" icon_state = "cutters"
flags = CONDUCT flags = CONDUCT
slot_flags = SLOT_BELT slot_flags = SLOT_BELT
force = 6.0 force = 6
throw_speed = 2 throw_speed = 2
throw_range = 9 throw_range = 9
w_class = 2.0 w_class = 2.0
@@ -411,10 +411,10 @@
icon_state = "crowbar" icon_state = "crowbar"
flags = CONDUCT flags = CONDUCT
slot_flags = SLOT_BELT slot_flags = SLOT_BELT
force = 5.0 force = 6
throwforce = 7.0 throwforce = 7
item_state = "crowbar" item_state = "crowbar"
w_class = 2.0 w_class = 2
origin_tech = list(TECH_ENGINEERING = 1) origin_tech = list(TECH_ENGINEERING = 1)
matter = list(DEFAULT_WALL_MATERIAL = 50) matter = list(DEFAULT_WALL_MATERIAL = 50)
attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked")

View File

@@ -6,7 +6,7 @@
amount_per_transfer_from_this = 10 amount_per_transfer_from_this = 10
volume = 100 volume = 100
item_state = "broken_beer" //Generic held-item sprite until unique ones are made. item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
force = 5 force = 6
var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets) var/smash_duration = 5 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it
@@ -172,7 +172,7 @@
desc = "A bottle with a sharp broken bottom." desc = "A bottle with a sharp broken bottom."
icon = 'icons/obj/drinks.dmi' icon = 'icons/obj/drinks.dmi'
icon_state = "broken_bottle" icon_state = "broken_bottle"
force = 9 force = 13
throwforce = 5 throwforce = 5
throw_speed = 3 throw_speed = 3
throw_range = 5 throw_range = 5