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:
mwerezak
2015-02-28 04:36:43 -05:00
committed by mwerezak
parent a026922115
commit 8d1a92a0f5
5 changed files with 20 additions and 9 deletions

View File

@@ -151,7 +151,7 @@
selectable = 1
toggleable = 1
use_power_cost = 50
active_power_cost = 5
active_power_cost = 10
passive_power_cost = 0
gun_type = /obj/item/weapon/gun/energy/crossbow/ninja

View File

@@ -315,14 +315,13 @@
if(!cell || cell.charge <= 0)
if(electrified > 0)
electrified = 0
malfunction_delay = 0 //ensures that people aren't stuck in their suit if the cell runs out while malfunctioning.
if(!offline)
if(istype(wearer))
if(!canremove)
if (offline_slowdown < 3)
wearer << "<span class='danger'>Your suit beeps stridently, and suddenly goes dead.</span>"
else
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>"
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>"
if(offline_vision_restriction == 1)
wearer << "<span class='danger'>The suit optics flicker and die, leaving you with restricted vision.</span>"
else if(offline_vision_restriction == 2)
@@ -693,7 +692,7 @@
/obj/item/weapon/rig/emp_act(severity_class)
//set malfunctioning
if(emp_protection < 40)
if(emp_protection < 30) //for ninjas, really.
malfunctioning += 10
if(malfunction_delay <= 0)
malfunction_delay = max(malfunction_delay, round(30/severity_class))
@@ -719,8 +718,8 @@
if(!is_emp)
chance = 2*max(0, damage - (chest? chest.breach_threshold : 0))
else
//Want this to be roughly independant of the number of modules, that way people designing hardsuits
//don't have to worry (as much) about how adding that extra module will affect emp resiliance.
//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.
//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
chance = max(0, damage - emp_protection)*min(installed_modules.len/15, 1)
if(!prob(chance))
@@ -758,7 +757,10 @@
/obj/item/weapon/rig/proc/malfunction_check(var/mob/living/carbon/human/user)
if(malfunction_delay)
user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
if(offline)
user << "<span class='danger'>The suit is completely unresponsive.</span>"
else
user << "<span class='danger'>ERROR: Hardware fault. Rebooting interface...</span>"
return 1
return 0

View File

@@ -41,6 +41,7 @@
)
/obj/item/clothing/gloves/rig/ert_engineer
name = "insulated gauntlets"
siemens_coefficient = 0
/obj/item/weapon/rig/ert/medical

View File

@@ -19,6 +19,8 @@
/obj/item/clothing/suit/space/rig/light
name = "suit"
breach_threshold = 18 //comparable to voidsuits
resilience = 0.2
/obj/item/clothing/gloves/rig/light
name = "gloves"
@@ -55,9 +57,11 @@
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "ninja_rig"
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
emp_protection = 40
emp_protection = 40 //change this to 30 if too high.
slowdown = 0
chest_type = /obj/item/clothing/suit/space/rig/light/ninja
req_access = list(access_syndicate)
initial_modules = list(
@@ -77,6 +81,10 @@
..()
/obj/item/clothing/suit/space/rig/light/ninja
breach_threshold = 28 //comparable to regular hardsuits
resilience = 0.05
/obj/item/weapon/rig/light/stealth
name = "stealth suit control module"
suit_type = "stealth"

View File

@@ -59,7 +59,7 @@ obj/item/weapon/gun/energy/retro
/obj/item/weapon/gun/energy/lasercannon/mounted
self_recharge = 1
use_external_power = 1
recharge_time = 8
recharge_time = 10
/obj/item/weapon/gun/energy/xray
name = "xray laser gun"