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Hardsuit tweaks
Spider fang blade uses power faster. Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds. If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
This commit is contained in:
@@ -151,7 +151,7 @@
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selectable = 1
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toggleable = 1
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use_power_cost = 50
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active_power_cost = 5
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active_power_cost = 10
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passive_power_cost = 0
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gun_type = /obj/item/weapon/gun/energy/crossbow/ninja
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@@ -315,14 +315,13 @@
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if(!cell || cell.charge <= 0)
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if(electrified > 0)
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electrified = 0
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malfunction_delay = 0 //ensures that people aren't stuck in their suit if the cell runs out while malfunctioning.
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if(!offline)
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if(istype(wearer))
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if(!canremove)
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if (offline_slowdown < 3)
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>"
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else
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic instead of a powered suit.</span>"
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wearer << "<span class='danger'>Your suit beeps stridently, and suddenly you're wearing a leaden mass of metal and plastic composites instead of a powered suit.</span>"
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if(offline_vision_restriction == 1)
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wearer << "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>"
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else if(offline_vision_restriction == 2)
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@@ -693,7 +692,7 @@
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/obj/item/weapon/rig/emp_act(severity_class)
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//set malfunctioning
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if(emp_protection < 40)
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if(emp_protection < 30) //for ninjas, really.
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malfunctioning += 10
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if(malfunction_delay <= 0)
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malfunction_delay = max(malfunction_delay, round(30/severity_class))
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@@ -719,8 +718,8 @@
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if(!is_emp)
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chance = 2*max(0, damage - (chest? chest.breach_threshold : 0))
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else
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//Want this to be roughly independant of the number of modules, that way people designing hardsuits
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//don't have to worry (as much) about how adding that extra module will affect emp resiliance.
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//Want this to be roughly independant of the number of modules, meaning that X emp hits will disable Y% of the suit's modules on average.
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//that way people designing hardsuits don't have to worry (as much) about how adding that extra module will affect emp resiliance by 'soaking' hits for other modules
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chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
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if(!prob(chance))
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@@ -758,7 +757,10 @@
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/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
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if(malfunction_delay)
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user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
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if(offline)
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user << "<span class='danger'>The suit is completely unresponsive.</span>"
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else
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user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
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return 1
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return 0
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@@ -41,6 +41,7 @@
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)
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/obj/item/clothing/gloves/rig/ert_engineer
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name = "insulated gauntlets"
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siemens_coefficient = 0
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/obj/item/weapon/rig/ert/medical
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@@ -19,6 +19,8 @@
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/obj/item/clothing/suit/space/rig/light
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name = "suit"
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breach_threshold = 18 //comparable to voidsuits
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resilience = 0.2
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/obj/item/clothing/gloves/rig/light
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name = "gloves"
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@@ -55,9 +57,11 @@
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "ninja_rig"
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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emp_protection = 40
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emp_protection = 40 //change this to 30 if too high.
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slowdown = 0
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chest_type = /obj/item/clothing/suit/space/rig/light/ninja
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req_access = list(access_syndicate)
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initial_modules = list(
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@@ -77,6 +81,10 @@
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..()
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/obj/item/clothing/suit/space/rig/light/ninja
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breach_threshold = 28 //comparable to regular hardsuits
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resilience = 0.05
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/obj/item/weapon/rig/light/stealth
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name = "stealth suit control module"
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suit_type = "stealth"
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@@ -59,7 +59,7 @@ obj/item/weapon/gun/energy/retro
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/obj/item/weapon/gun/energy/lasercannon/mounted
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self_recharge = 1
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use_external_power = 1
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recharge_time = 8
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recharge_time = 10
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/obj/item/weapon/gun/energy/xray
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name = "xray laser gun"
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