mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
[MIRROR] Removes unused mecha damage absorbtion list.
This commit is contained in:
committed by
CHOMPStation2
parent
61b96d004a
commit
6a2521f8c6
@@ -7,7 +7,6 @@
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maint_access = 0
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maint_access = 0
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//add_req_access = 0
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//add_req_access = 0
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//operation_req_access = list(access_hos)
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//operation_req_access = list(access_hos)
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damage_absorption = list("brute"=0.7,"fire"=1,"bullet"=0.7,"laser"=0.85,"energy"=1,"bomb"=0.8)
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var/am = "d3c2fbcadca903a41161ccc9df9cf948"
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var/am = "d3c2fbcadca903a41161ccc9df9cf948"
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max_hull_equip = 2
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max_hull_equip = 2
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@@ -8,7 +8,6 @@
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health = 300
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health = 300
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maxhealth = 300 //Don't forget to update the /old variant if you change this number.
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maxhealth = 300 //Don't forget to update the /old variant if you change this number.
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deflect_chance = 20
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deflect_chance = 20
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damage_absorption = list("brute"=0.5,"fire"=1.1,"bullet"=0.65,"laser"=0.85,"energy"=0.9,"bomb"=0.8)
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max_temperature = 30000
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max_temperature = 30000
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infra_luminosity = 8
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infra_luminosity = 8
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force = 40
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force = 40
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@@ -85,4 +84,4 @@
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..()
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..()
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health = 25
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health = 25
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maxhealth = 250 //Just slightly worse.
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maxhealth = 250 //Just slightly worse.
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cell.charge = rand(0, (cell.charge/2))
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cell.charge = rand(0, (cell.charge/2))
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@@ -11,8 +11,12 @@
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maxhealth = 5000
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maxhealth = 5000
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opacity = 0 // Because there's big tall legs to look through. Also it looks fucky if this is set to 1.
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opacity = 0 // Because there's big tall legs to look through. Also it looks fucky if this is set to 1.
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deflect_chance = 50
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deflect_chance = 50
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<<<<<<< HEAD
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damage_absorption = list("brute"=0.1,"fire"=0.7,"bullet"=0.1,"laser"=0.6,"energy"=0.7,"bomb"=0.7) //values show how much damage will pass through, not how much will be absorbed.
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damage_absorption = list("brute"=0.1,"fire"=0.7,"bullet"=0.1,"laser"=0.6,"energy"=0.7,"bomb"=0.7) //values show how much damage will pass through, not how much will be absorbed.
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max_temperature = 35000
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max_temperature = 35000
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=======
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max_temperature = 35000 //Just a bit better than the Durand.
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>>>>>>> 4aa23a5874... Merge pull request #14430 from VOREStation/upstream-merge-8905
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infra_luminosity = 3
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infra_luminosity = 3
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wreckage = /obj/effect/decal/mecha_wreckage/gorilla
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wreckage = /obj/effect/decal/mecha_wreckage/gorilla
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add_req_access = 0
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add_req_access = 0
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@@ -8,7 +8,6 @@
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health = 250
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health = 250
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maxhealth = 250 //Don't forget to update the /old variant if you change this number.
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maxhealth = 250 //Don't forget to update the /old variant if you change this number.
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deflect_chance = 15
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deflect_chance = 15
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damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1)
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max_temperature = 25000
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max_temperature = 25000
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infra_luminosity = 6
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infra_luminosity = 6
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wreckage = /obj/effect/decal/mecha_wreckage/gygax
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wreckage = /obj/effect/decal/mecha_wreckage/gygax
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@@ -55,7 +54,6 @@
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health = 400
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health = 400
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maxhealth = 400
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maxhealth = 400
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deflect_chance = 25
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deflect_chance = 25
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damage_absorption = list("brute"=0.6,"fire"=0.8,"bullet"=0.6,"laser"=0.5,"energy"=0.65,"bomb"=0.8)
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max_temperature = 45000
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max_temperature = 45000
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overload_coeff = 1
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overload_coeff = 1
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wreckage = /obj/effect/decal/mecha_wreckage/gygax/dark
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wreckage = /obj/effect/decal/mecha_wreckage/gygax/dark
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@@ -92,7 +90,6 @@
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maxhealth = 150
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maxhealth = 150
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deflect_chance = 20
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deflect_chance = 20
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step_in = 2
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step_in = 2
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damage_absorption = list("brute"=0.9,"fire"=1,"bullet"=0.9,"laser"=0.8,"energy"=0.9,"bomb"=1)
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max_temperature = 20000
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max_temperature = 20000
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overload_coeff = 1
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overload_coeff = 1
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wreckage = /obj/effect/decal/mecha_wreckage/gygax/serenity
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wreckage = /obj/effect/decal/mecha_wreckage/gygax/serenity
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@@ -148,4 +145,4 @@
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..()
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..()
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health = 25
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health = 25
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maxhealth = 250 //Just slightly worse.
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maxhealth = 250 //Just slightly worse.
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cell.charge = rand(0, (cell.charge/2))
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cell.charge = rand(0, (cell.charge/2))
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@@ -8,7 +8,6 @@
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health = 350
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health = 350
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maxhealth = 350 //Don't forget to update the /old variant if you change this number.
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maxhealth = 350 //Don't forget to update the /old variant if you change this number.
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deflect_chance = 25
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deflect_chance = 25
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damage_absorption = list("brute"=0.5,"fire"=0.7,"bullet"=0.45,"laser"=0.6,"energy"=0.7,"bomb"=0.7)
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max_temperature = 60000
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max_temperature = 60000
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infra_luminosity = 3
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infra_luminosity = 3
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operation_req_access = list(access_cent_specops)
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operation_req_access = list(access_cent_specops)
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@@ -9,7 +9,6 @@
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health = 250 //God this is low //Chompedit, increased it a bit.
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health = 250 //God this is low //Chompedit, increased it a bit.
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maxhealth = 250 //Don't forget to update the /old variant if you change this number. //Chompedit, increased health.
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maxhealth = 250 //Don't forget to update the /old variant if you change this number. //Chompedit, increased health.
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deflect_chance = 30
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deflect_chance = 30
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damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7)
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max_temperature = 25000
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max_temperature = 25000
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infra_luminosity = 3
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infra_luminosity = 3
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wreckage = /obj/effect/decal/mecha_wreckage/phazon
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wreckage = /obj/effect/decal/mecha_wreckage/phazon
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@@ -39,6 +38,7 @@
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cloak_possible = FALSE //Chompedit Cloaking is too much for something like this, and is moderately useless anyway.
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cloak_possible = FALSE //Chompedit Cloaking is too much for something like this, and is moderately useless anyway.
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phasing_possible = TRUE
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phasing_possible = TRUE
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switch_dmg_type_possible = TRUE
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switch_dmg_type_possible = TRUE
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var/list/inherent_damage_absorption = list("brute"=0.7,"fire"=0.7,"bullet"=0.7,"laser"=0.7,"energy"=0.7,"bomb"=0.7)
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/obj/mecha/combat/phazon/equipped/Initialize()
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/obj/mecha/combat/phazon/equipped/Initialize()
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. = ..()
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. = ..()
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@@ -93,7 +93,7 @@
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health = 350
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health = 350
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maxhealth = 350
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maxhealth = 350
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deflect_chance = 30
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deflect_chance = 30
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damage_absorption = list("brute"=0.6,"fire"=0.7,"bullet"=0.7,"laser"=0.9,"energy"=0.7,"bomb"=0.5)
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inherent_damage_absorption = list("brute"=0.6,"fire"=0.7,"bullet"=0.7,"laser"=0.9,"energy"=0.7,"bomb"=0.5)
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max_temperature = 10000
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max_temperature = 10000
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infra_luminosity = 3
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infra_luminosity = 3
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wreckage = /obj/effect/decal/mecha_wreckage/janus
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wreckage = /obj/effect/decal/mecha_wreckage/janus
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@@ -126,7 +126,7 @@
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src.visible_message("<span class='alien'>The [src.name] absorbs the incoming projectile's force, negating it!</span>")
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src.visible_message("<span class='alien'>The [src.name] absorbs the incoming projectile's force, negating it!</span>")
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src.log_append_to_last("Armor negated.")
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src.log_append_to_last("Armor negated.")
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return
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return
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else if((Proj.damage && !Proj.nodamage) && istype(Proj, /obj/item/projectile/beam) && prob(max(1, (50 - round((Proj.damage / 2) * damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%.
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else if((Proj.damage && !Proj.nodamage) && istype(Proj, /obj/item/projectile/beam) && prob(max(1, (50 - round((Proj.damage / 2) * inherent_damage_absorption["laser"])) * (1 - (Proj.armor_penetration / 100))))) // Base 50% chance to deflect a beam,lowered by half the beam's damage scaled to laser absorption, then multiplied by the remaining percent of non-penetrated armor, with a minimum chance of 1%.
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src.occupant_message("<span class='alien'>The armor reflects the incoming beam, negating it!</span>")
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src.occupant_message("<span class='alien'>The armor reflects the incoming beam, negating it!</span>")
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src.visible_message("<span class='alien'>The [src.name] reflects the incoming beam, negating it!</span>")
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src.visible_message("<span class='alien'>The [src.name] reflects the incoming beam, negating it!</span>")
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src.log_append_to_last("Armor reflected.")
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src.log_append_to_last("Armor reflected.")
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@@ -135,7 +135,7 @@
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..()
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..()
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/obj/mecha/combat/phazon/janus/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/mecha/combat/phazon/janus/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
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if(prob(max(1, (50 - round((W.force / 2) * damage_absorption["brute"])) * (1 - (W.armor_penetration / 100)))))
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if(prob(max(1, (50 - round((W.force / 2) * inherent_damage_absorption["brute"])) * (1 - (W.armor_penetration / 100)))))
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src.occupant_message("<span class='alien'>The armor absorbs the incoming attack's force, negating it!</span>")
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src.occupant_message("<span class='alien'>The armor absorbs the incoming attack's force, negating it!</span>")
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src.visible_message("<span class='alien'>The [src.name] absorbs the incoming attack's force, negating it!</span>")
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src.visible_message("<span class='alien'>The [src.name] absorbs the incoming attack's force, negating it!</span>")
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src.log_append_to_last("Armor absorbed.")
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src.log_append_to_last("Armor absorbed.")
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@@ -44,17 +44,6 @@
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var/health = 300 //Health is health
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var/health = 300 //Health is health
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var/maxhealth = 300 //Maxhealth is maxhealth.
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var/maxhealth = 300 //Maxhealth is maxhealth.
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var/deflect_chance = 10 //Chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
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var/deflect_chance = 10 //Chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
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//the values in this list show how much damage will pass through, not how much will be absorbed.
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var/list/damage_absorption = list(
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"brute"=0.8,
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"fire"=1.2,
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"bullet"=0.9,
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"laser"=1,
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"energy"=1,
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"bomb"=1,
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"bio"=1,
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"rad"=1
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)
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var/damage_minimum = 10 //Incoming damage lower than this won't actually deal damage. Scrapes shouldn't be a real thing.
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var/damage_minimum = 10 //Incoming damage lower than this won't actually deal damage. Scrapes shouldn't be a real thing.
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var/minimum_penetration = 15 //Incoming damage won't be fully applied if you don't have at least 20. Almost all AP clears this.
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var/minimum_penetration = 15 //Incoming damage won't be fully applied if you don't have at least 20. Almost all AP clears this.
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@@ -1043,15 +1032,8 @@
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/obj/mecha/proc/get_damage_absorption()
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/obj/mecha/proc/get_damage_absorption()
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var/obj/item/mecha_parts/component/armor/AC = internal_components[MECH_ARMOR]
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var/obj/item/mecha_parts/component/armor/AC = internal_components[MECH_ARMOR]
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if(istype(AC) && AC.get_efficiency() > 0.25)
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if(!istype(AC))
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return AC.damage_absorption
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return
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else
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if(AC.get_efficiency() > 0.25)
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return AC.damage_absorption
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return
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/obj/mecha/proc/absorbDamage(damage,damage_type)
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/obj/mecha/proc/absorbDamage(damage,damage_type)
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return call((proc_res["dynabsorbdamage"]||src), "dynabsorbdamage")(damage,damage_type)
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return call((proc_res["dynabsorbdamage"]||src), "dynabsorbdamage")(damage,damage_type)
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@@ -27,7 +27,6 @@
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max_micro_weapon_equip = 1
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max_micro_weapon_equip = 1
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//add_req_access = 0
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//add_req_access = 0
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//operation_req_access = list(access_hos)
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//operation_req_access = list(access_hos)
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damage_absorption = list("brute"=1,"fire"=1,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
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var/am = "d3c2fbcadca903a41161ccc9df9cf948"
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var/am = "d3c2fbcadca903a41161ccc9df9cf948"
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damage_minimum = 0 //Incoming damage lower than this won't actually deal damage. Scrapes shouldn't be a real thing.
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damage_minimum = 0 //Incoming damage lower than this won't actually deal damage. Scrapes shouldn't be a real thing.
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minimum_penetration = 0 //Incoming damage won't be fully applied if you don't have at least 20. Almost all AP clears this.
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minimum_penetration = 0 //Incoming damage won't be fully applied if you don't have at least 20. Almost all AP clears this.
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@@ -23,7 +23,6 @@
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health = 150
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health = 150
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step_energy_drain = 4 // less efficient than base micromech, but still a micromech.
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step_energy_drain = 4 // less efficient than base micromech, but still a micromech.
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deflect_chance = 10
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deflect_chance = 10
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damage_absorption = list("brute"=0.75,"fire"=1,"bullet"=0.8,"laser"=0.7,"energy"=0.85,"bomb"=1)
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max_temperature = 15000
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max_temperature = 15000
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infra_luminosity = 6
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infra_luminosity = 6
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wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/polecat
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wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/polecat
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@@ -46,7 +45,6 @@
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dir_in = 2 //Facing south.
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dir_in = 2 //Facing south.
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health = 100
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health = 100
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deflect_chance = 5
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deflect_chance = 5
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damage_absorption = list("brute"=1,"fire"=1,"bullet"=0.9,"laser"=0.8,"energy"=0.85,"bomb"=1)
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max_temperature = 5000
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max_temperature = 5000
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wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/weasel
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wreckage = /obj/effect/decal/mecha_wreckage/micro/sec/weasel
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internal_damage_threshold = 20
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internal_damage_threshold = 20
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@@ -9,7 +9,6 @@
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dir_in = 2 //Facing south.
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dir_in = 2 //Facing south.
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health = 100
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health = 100
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deflect_chance = 10
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deflect_chance = 10
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damage_absorption = list("brute"=0.9,"fire"=1,"bullet"=1,"laser"=1,"energy"=1,"bomb"=1)
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max_temperature = 15000
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max_temperature = 15000
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infra_luminosity = 6
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infra_luminosity = 6
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wreckage = /obj/effect/decal/mecha_wreckage/micro/utility/gopher
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wreckage = /obj/effect/decal/mecha_wreckage/micro/utility/gopher
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@@ -59,7 +59,6 @@
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max_temperature = 65000
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max_temperature = 65000
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health = 250
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health = 250
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lights_power = 8
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lights_power = 8
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damage_absorption = list("fire"=0.5,"bullet"=0.8,"bomb"=0.5)
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wreckage = /obj/effect/decal/mecha_wreckage/ripley/firefighter
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wreckage = /obj/effect/decal/mecha_wreckage/ripley/firefighter
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max_hull_equip = 2
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max_hull_equip = 2
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max_weapon_equip = 0
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max_weapon_equip = 0
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@@ -17,7 +17,6 @@
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organ_names = /decl/mob_organ_names/mecha
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organ_names = /decl/mob_organ_names/mecha
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// Very close to the base 'damage_absorption' var on the base mecha class.
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armor = list(
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armor = list(
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"melee" = 20,
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"melee" = 20,
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"bullet" = 10,
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"bullet" = 10,
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